- font renderer DPI scale change handling
- Editor: user fonts will be loaded from fonts folder, config.ini can override default font, removed yumin embedded font, added NotoSans CJK font to support Chinese, Janpanese and Korean characters with one file
* font renderer updates, text debug drawer;
editor: name visualizer;
github CI: vulkan sdk not required;
* cmake: vulkan sdk not required
* refactors
* lua binding for DrawDebugText()
* comment
* transparency sorting for debug texts;
font alphablend fix;
* softer debug text
0.60.50:
- Added procedural terrain generator (for now this is Editor only preview version)
- Added LOD (Level Of Detail) support
- Added LOD Generator to Editor (Mesh Window -> LOD Gen), uses the meshoptimizer library
- Editor can merge multiple objects now into one mesh (Mesh window -> Merge Selected)
- Ocean: added occlusion culling support to detect when ocean is occluded
- can skip planar reflection render for ocean
- can skip ocean simulation
- can skip ocean rendering
- CPU ray tracing optimization: TMin and TMax parameter
- can improve Ray-AABB and Ray-Triangle tests
- improves performance of third person character controller script
- other fixes
* dx12: abandoned shader reflection, added support for custom root signatures, removed dxcompiler dependency
* removed dll copies from build scripts
* update
* updates
* updates
* fix
* update
* update
* updates
* added custom root signatures to some passes
* fix
* updates
* comment fix
* allow shaders to not have root signatures, if they are part of a pipeline which has root signature for an other shader
* root signature optimizer
* batched descriptor null initializer
* shader updates
* update
* put the atmospheric sky update to async compute
* improved debug of root constant - push constant data size mismatch
* bitwise root param iteration
* added superluminal perf api
* performance api will be optional
* async updaterenderdata fixes
* fixes
* fixes
* occludee update
* raytraced reflection implementation with ray query instead of rt pipeline
* alwaysactive
* shadercompiler enable old d3dcompiler because why not, it's only loaded on demand now
* removed common sampler api
* root signature simplification
* fixes
* linear allocator fix
* push constants are now immediately set
* fixes
* version
* fix?
* improved descriptor allocator
* default sampler table reduction
* gpu sort lib push constants
* small update
* descriptor allocator safety
* shader compiler refactor
* some optimizations
version 0.57.0:
- DX11 removed, DX12 is default now on Windows
- graphics interfaces improved:
- Bindless descriptor support is now assumed
- GPU Buffers with USAGE_UPLOAD and USAGE_READBACK will be persistently mapped after creation
- Removed Map/Unmap
- added BindDynamicConstantBuffer helper function
- improved AllocateGPU helper function
- GPU Queries resolving can be done directly into GPUBuffer
- UpdateBuffer now doesn't synchronize internally, this allows batching updates
- removed support for bindless constant buffers (uniform buffers)
- BindConstantBuffer will accept offset
- RESOURCE_STATES refactor, they can be combined now in the barriers
- many other refactors
- gbuffer normals removed, implemented visibility buffer
- bindless decals, bindless lightmaps, bindless hair particles, bindless software path tracing
- hair particles path tracing support
- path tracing eye adaption supported
- Surfel GI (experimental)