4,312 Commits over 1,552 Days - 0.12cph!
null check vis info in GetWorldToRenderVisBits
Add threaded jobs the old way
GetTicks64 -> GetRelativeTicks64
Don't use FCACHETRI_ENTITY, we don't have it (what's it for?)
Fix visbuilder utils not compiling
Remove unused vis types (is ortho still used?)
Get sunlight pvs where vis type is sunlight
Comment out the remaining errors so we can get into game and start fixing them
V_ceild -> V_ceil (we don't have the tier0 changes in yet)
Don't use node data flags, this no longer exists (why tho?)
Add missing FullReciprocalSaturateSIMD
Fix compile error in OBB_t::ToAABB
Add voxelvis to mathlib extended vpc
Hard code min dist to camera to 1024 (this has gone from builder params, is it still needed?)
Remove some unused junk from world renderer builder node simplify
Remove networked areas junk
Fix world renderer builder using a bunch of builder params that no longer exist (where did they go?)
Add missing GetSunlightPVS func
Remove SetAreaPortalState, this wasn't even used before
Remove GetAreaBits
Add obb to aabb
Impl default pvs
IsInPVS -> IsClusterInPVS
add back VOXVIS_RESERVED_CLUSTER_COUNT to worldschema (where did this move to?)
Fix DebugDrawTraceTest
Fix more convar compile errors
Remove UTIL_EntitiesInPVS and UTIL_FindClientInPVS, fixed these then realized we don't use them
Remove last remaining vis_info_t usage
Bind pvs bits instead of vis info
Check transmit info has the new pvs bits
Fix CConVar being used, we don't use this new convar code yet
Use our .source2 temp dir instead of env temp
Remove most usage of vis_info_t
Start merging over new vis changes, most implementation changes done. Make sure we go back and change GetPrecisePVS to sunlight and ortho pvs where needed
Rubikon: Optimizations for traces and volume queries through the broadphase from Dirk that is meant to be 30-60% faster
Add temp preview dock for maps so bakscratch can test it out
Expose the other options to CreateWorldInfo_t so I can experiment with them
Only free transient scene worlds of the game host type
Create scene object for light_omni
Create const buffer for light probes to make them work
Text alignment and color for point_worldtext
Add SceneLightProbeVolume
Create scene object for light_spot
Force mips to be generated for Graphics.DrawText
Create scene object for point_worldtext, not really needed but a good opportunity to see how we can remake this entity
Delete scene entities when scene map gets deleted
Cascade distance and resolution for sun light
Create scene entities using library and alias
Fix sunlight facing wrong direction, just pass in the direction instead of rotating the scene object
Create skybox scene object for env_sky
Create scene object for light_environment
Set cubemap transform before updating bounds and calculating SH
Create cubemap with handshake and arrayindex from kv
Remove itoolobject binds, start with creating cubemap scene object from keyvalues
Bind the IToolObject stuff and test it by creating env_combined_light_probe_volume
Get entity keyvalues from world ref, try to create scene objects for anything with a model
Range check indices in PhysicsBody.AddMeshShape, throw exception on failure
Add SceneMap class that renders map geometry in a scene world