Commit Graph

4744 Commits

Author SHA1 Message Date
Stanislav Denisov ee82bfd7bc Implement texture picker (#1264) 2025-10-31 07:38:58 +01:00
Turánszki János 7b3aab5411 ecs refactor: use INVALID_INDEX for non-existent indices 2025-10-31 07:05:06 +01:00
Stanislav Denisov 62aaeb0091 Implement parent display with depth (#1266) 2025-10-31 07:01:58 +01:00
Turánszki János 932c90b91d optimization for structure memory layouts 2025-10-30 09:35:29 +01:00
Stanislav Denisov ac34ab0f00 Implement entity tree sorting options (#1263) 2025-10-30 07:12:03 +01:00
Dennis Brakhane 764fd0c5ca fix exit button on Windows, and in edge cases on Linux (#1262)
After #1258, the exit button (not close) didn't work at all in Windows
and on Linux it didn't actually cause the application to close if an
untitled file had been saved.

Rewrite the logic to work both for close as well as exit.
2025-10-30 07:09:46 +01:00
Martin Knecht ff9a160535 Add question to SDL to mirror windows behaviour (#1258)
* Add question to SDL to mirror windows behaviour

* don't exit until saving is done

* fixes

---------

Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>
Co-authored-by: Dennis Brakhane <brakhane@gmail.com>
2025-10-29 06:53:38 +01:00
Dennis Brakhane 6cb6fab457 cmake: add manifest to windows build (#1261) 2025-10-29 06:51:41 +01:00
Turánszki János 01c9c5efca optimization of sampler access in forward passes and some other updates (#1257) 2025-10-28 07:51:26 +01:00
Stanislav Denisov 584ed3d5ab Fix camera reset for untitled scenes (#1259) 2025-10-28 07:05:13 +01:00
Stanislav Denisov 53fb80f377 Implement move to editor camera view for transforms (#1260) 2025-10-28 06:35:35 +01:00
Stanislav Denisov 02e27e3644 Supply a manifest file to the editor (#1256) 2025-10-27 17:11:21 +01:00
Stanislav Denisov 6f4441ad90 Implement the application exit method (#1255) 2025-10-27 07:23:21 +01:00
Turánszki János f807d9f69d added ability to choose gpu by vendor preference when initializing the graphics device 2025-10-26 14:50:58 +01:00
Stanislav Denisov 88a9aab75a Fix the chromatic aberration sampling (#1254) 2025-10-26 14:11:27 +01:00
Turánszki János 28f0330f97 fix for taa alphatocoverage, alphatest value shouldn't be taken into account for opacity #1252 2025-10-23 13:33:47 +02:00
Turánszki János 79cb603fb3 shader codegen improvement for pows 2025-10-22 17:47:46 +02:00
Stanislav Denisov 0bdd7a2a78 Fix out of bounds crash in SRV and UAV subresource vectors (#1250)
* Fix out of bounds crash in SRV and UAV subresource vectors

* Remove redundant type casting
2025-10-22 13:15:21 +02:00
Stanislav Denisov 301c3b9517 Fix stale pointers crash in terrain virtual textures (#1251) 2025-10-22 08:38:01 +02:00
Pescador Barquero 21e38d8531 Initial FreeBSD support (#1214) 2025-10-21 16:41:56 +02:00
Turánszki János 3507e1872f added additional safety against nans for path tracing 2025-10-21 08:43:32 +02:00
Turánszki János 537d60c29a initial water shader handling for path tracing 2025-10-20 09:35:02 +02:00
Dennis Brakhane 83032f6da1 sdl: use keyboard layout for letters (#1248)
The windows version already uses the local layout, so that eg. on QWERTZ
keyboard, undo is still CTRL-Z even though Z is not the key next to X.

SDL didn't do this, and forced people to press CTRL-Y instead.

This change also means that AZERTY people will have a hard time navigating
now, but it's consistent with the Windows version.

Fixes #1246
2025-10-19 18:33:05 +02:00
Turánszki János f099d9945b fix for render logic when scene update is disabled for editor camera preview 2025-10-18 10:35:25 +02:00
Turánszki János 41b405c4ee fixed issue with dedicated shadow and shadow atlas packing 2025-10-18 10:24:07 +02:00
Stanislav Denisov ede31fdd69 Fix edge sampling in sharpen shader (#1245)
Fix edge sampling in sharpen shader.
2025-10-18 08:31:11 +02:00
Stanislav Denisov 787d0afaa7 Implement smooth light shaft fading (#1242)
* Implement smooth light shaft fading

* Simplify the light shaft fade factor logic

* Unify the light shaft fading parameters

* Use a fixed fade threshold

* Restore config.ini
2025-10-17 16:25:27 +02:00
Stanislav Denisov f635f08e04 Fix terrain generation restores deleted materials as dummy entities (#1243)
* Fix terrain grass restore

* Fix terrain generation restores deleted materials as dummy entities
2025-10-17 08:06:11 +02:00
Turánszki János 334cdc881b editor: camera preview render disabled when camera wnd is collapsed #1244 2025-10-17 08:01:46 +02:00
Stanislav Denisov 03ce3f0009 Add parameters to show\hide mesh and internal materials (#1240)
* Add internal material flag

* Add parameters to show\hide internal and transform materials

* Filter materials by meshes instead
2025-10-16 07:48:17 +02:00
Stanislav Denisov a00fb8efc2 Implement a dialog for unsaved changes (#1241)
* Track unsaved scene changes

* Implement a dialog for unsaved changes

* Exclude all selection actions from scene change tracking
2025-10-15 17:39:15 +02:00
Turánszki János 7318056235 taa stochastic alpha will be disabled unless alpharef or dithering is used 2025-10-14 07:50:18 +02:00
Stanislav Denisov d022decb17 Add editor options to disable rounded corners and gradients (#1239)
* Add editor options to disable rounded corners and gradients

* Use checkbox states to get editor option values
2025-10-13 16:40:22 +02:00
Turánszki János 610da2984c disable water in raytraced shadow casting 2025-10-12 10:41:17 +02:00
Turánszki János 22e7be4114 provoking index stride fix 2025-10-10 07:59:55 +02:00
Stanislav Denisov 295b708a81 Improve the logic for auto adding the weather component to the terrain (#1238) 2025-10-10 07:49:00 +02:00
Turánszki János e65daa94fe tessellation fix when using provoking index buffer 2025-10-09 08:49:29 +02:00
Turánszki János 96a75a6982 envmap sky pixel shaders don't need rendertargetarrayindex input #1230 2025-10-09 08:18:56 +02:00
Turánszki János b437b6f0b5 mesh shader primitiveid fixes 2025-10-08 17:19:09 +02:00
Turánszki János 5765b96c0d SV_RenderTargetArrayIndex and SV_ViewportArrayIndex compiled out of pixel shaders #1230 2025-10-08 09:01:12 +02:00
Turánszki János 4fc1d375a7 SV_PrimitiveID emulation by provoking vertex (#1237)
The SV_PrimitiveID is no longer used as PS input, instead two additional index buffers are used for indirection. The "provoke" contains primitiveIDs for every provoking vertex. The "reorder" contains the vertexID remapping from "provoke". On PS5 this removes the need to do additional geometry shader fallback for prepass rendering. It will be also helpful for MacOS port that doesn't support SV_PrimitiveID or geometry shader (PR: #1230 )
2025-10-07 18:51:55 +02:00
Turánszki János 430066bcd6 path tracing denoiser job additional safety v0.71.834 2025-10-05 09:28:18 +02:00
Turánszki János e2ca5b36db path tracing: denoiser job safety fix 2025-10-05 09:24:46 +02:00
Turánszki János 20d512eb63 mesh blend support for path tracing (#1234) 2025-10-05 08:44:08 +02:00
Dennis Brakhane 9ad29fd68d sdl: actually fix keys (#1235)
I simplified the expression before making PR #1233 and forgot to check,
and I had a brain fart and made things worse.

So this fixes the fix.
2025-10-05 08:30:21 +02:00
Dennis Brakhane 1608faf32a sdl: fix number keys (#1233)
SDL numbers the keys as they are organized on the keyboard, so
the first number key is 1, not 0.

Fixes #1232
2025-10-04 16:31:02 +02:00
Turánszki János 2d94fa76d4 meshblend id assignment improvement #1231 2025-10-04 10:37:04 +02:00
Turánszki János f5bb20f326 Jolt physics 5.4 (#1229) 2025-09-28 16:22:51 +02:00
Turánszki János 68c1616247 imgui example update 2025-09-28 07:11:33 +02:00
Turánszki János 80d0acf2ff fix for emitter without material #1225 2025-09-27 10:22:38 +02:00