16 Commits over 0 Days - ∞cph!
Expose RecreateAllStaticConstantAndCommandBuffers(
Add Material.Attributes
Add RenderAttributes.GetTexture
Store ITextures by their pointers, so we can avoid recreating Texture objects when retrieving from native
Scene object m_tags start at 3
Remove debug output
Gizmo.Draw.Sprite correct transform
Gizmo sprites draw the right texture although this generic shader is shit
LOD setup for simpledress_black and _blue
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
tools_sprite shader: can use in standard mode
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently
Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity
Gizmo.Model shouldn't cast shadows
Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
Add support for data URI (inline) images
Make volumetric fog perfomance much better with area lights
Change string contains to string equals when searching for dependencies (fixes cyclic dependencies detection false positive)
SceneSunLight transform sets the correct direction now
adjusted oil_drum_explosive albedo
Merge vertices in PolygonMesh
Merge branch 'master' into mesh-tracing
Add tags to map created world sceneobjects
Sceneobject tag filters work
Allow Texture.Update to update subsections and multiple times per frame (!)
Add Texture.Update versions to set a pixel and rect
Move SceneWorld.TraceRequest to Sandbox.MeshTraceRequest
Memory amount debug
Skip trace data on non lod0 meshes
Fixes
Cleanup
TraceVertex_t from 34b to 29b
TraceVertex_t from 29b to 20b
TraceVertex_t from 20b to 12b
Pass transform with meshtrace result
Add mutex around creation of sceneobject trace instances
Store the parent environment in the Instanced raytracing to allow for easier deletion extra safety
lock when building trace environment
Use FindAndFastRemove here - it's a million times faster
ModelTrace uses RayTracingEnvironment
SceneWorld.MeshTrace
modellib depends on raytrace
Add RayTracingEnvironment to every RenderMesh
Store RayTraceInstances on each model
Reconfigure to allow Model.Trace( ray ) always