- 03 Sep, 2022 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
engine: enable mimalloc abandoned_page_reset option and call mi_collect() during enginePrepareLoadBoard()
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- 25 Aug, 2022 3 commits
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Richard Gobeille authored
-Missing mip levels are now drawn by scaling the highest mip level present in the file, not just taking mip 0 when e.g we want mip 4 but 0-3 are available -Algorithm for determining which mip level to use has been adjusted to bias for rendering quality and not just speed (e.g don't display the chunkier mip levels at such close distances) -Mip levels other than the default are now run through a conversion process that standardizes the colors used based on those found in mip 0, to work around issues where the mip levels ended up with fullbright colors substituted in place of regular palette entries when the mips were originally generated by SLABSPRI/SLAB6 -Add terrible heuristic for mip level rejection based on how many visible voxels are present in the higher mip level versus the lower mip levels for the same voxel. This is intended to work around issues where SLABSPRI and SLAB6 both generated their mips by removing cubes a bit too liberally, resulting in any feature of the model that was only 1 voxel thick being completely obliterated by the mip generation process. This can be observed by setting r_novoxmips to 0 in older builds and viewing 8756_FLOORLAMP_ON.kvx from Ion Fury 2.0 or earlier at various distances in-game. Without this heuristic, poorly generated mip levels that end up obliterating the entire lampshade are drawn.
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Richard Gobeille authored
Not particularly exciting or useful now that the converted versions are cached.
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Richard Gobeille authored
Fixes textures with fullbright pixels being drawn completely bright when texture filtering is enabled, and a couple other issues.
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- 27 Jul, 2022 1 commit
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Richard Gobeille authored
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- 09 Jul, 2022 1 commit
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- 26 Jun, 2022 1 commit
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Jordon Moss authored
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- 11 Jun, 2022 1 commit
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Richard Gobeille authored
This should allow stuff like the upscale pack to work on devices where OpenGL isn't available at all.
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- 19 May, 2022 1 commit
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Richard Gobeille authored
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- 17 May, 2022 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 16 May, 2022 1 commit
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nukeykt authored
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- 22 Apr, 2022 1 commit
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Richard Gobeille authored
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
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- 21 Apr, 2022 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 19 Apr, 2022 1 commit
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Richard Gobeille authored
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- 12 Apr, 2022 1 commit
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Richard Gobeille authored
And yes, I check the compiler output using godbolt.org :p
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- 04 Apr, 2022 1 commit
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nukeykt authored
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- 25 Mar, 2022 3 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
engine: templatize bitmap functions and transition direct manipulation of bitmap arrays over to use of the functions
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- 19 Feb, 2022 1 commit
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Richard Gobeille authored
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- 04 Feb, 2022 2 commits
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Richard Gobeille authored
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- 15 Jan, 2022 1 commit
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Richard Gobeille authored
engine: integrate loguru to replace the existing logging implementation from osd.cpp and rework many log messages across the codebase.
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- 10 Dec, 2021 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 24 Nov, 2021 2 commits
- 19 Nov, 2021 1 commit
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Richard Gobeille authored
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- 14 Nov, 2021 1 commit
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nukeykt authored
This commit also simplifies previous x/y panning fix
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- 13 Nov, 2021 1 commit
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nukeykt authored
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- 12 Nov, 2021 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
engine: improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.
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- 10 Nov, 2021 4 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
engine: mask angle precision related geometry intersection by calculating higher precision angle for intersecting sprite planes from intersecting wall's normal
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Engine: Fix updatesectorz() not checking z height in fallback, and add fallback optimization to updatesectorexclude()
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- 02 Nov, 2021 1 commit
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Richard Gobeille authored
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