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