Wojtek Figat
98834131f1
Add smooth shadows blending between directional light cascades
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It was deprecated in 1.9 in favor for dithering between cascades. Bing back that option for games that don't use TAA.
2025-03-27 10:48:35 +01:00
Wojtek Figat
7e145c56fd
Merge remote-tracking branch 'origin/master' into 1.10
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# Conflicts:
# Source/Editor/Windows/Profiler/Memory.cs
2025-03-25 13:37:15 +01:00
Wojtek Figat
68967de1f5
Fix custom GUI material writing depth when it's not needed
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#3294
2025-03-18 10:57:12 +01:00
Wojtek Figat
5d3da8a8d0
Merge remote-tracking branch 'origin/master' into 1.10
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# Conflicts:
# Source/Editor/SceneGraph/Actors/StaticModelNode.cs
# Source/Engine/Graphics/Models/Mesh.cs
# Source/Engine/Graphics/Models/ModelData.h
2025-03-13 11:23:01 +01:00
Wojtek Figat
e7824d6d9b
Merge branch 'local-origin-multi-mesh' of https://github.com/Tryibion/FlaxEngine into Tryibion-local-origin-multi-mesh
2025-03-11 22:28:48 +01:00
Wojtek Figat
a54299a560
Optimize ViewportRubberBandSelector
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#3151
2025-03-11 13:05:15 +01:00
Wojtek Figat
273b366f44
Merge branch 'scene-actor-multi-select' of https://github.com/Tryibion/FlaxEngine into Tryibion-scene-actor-multi-select
2025-03-11 10:24:00 +01:00
Wojtek Figat
4c9d51f0ef
Code style cleanup
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#3250
2025-03-08 20:18:38 +01:00
Wojtek Figat
f7c6d34f59
Merge branch 'Advanced-Bloom' of https://github.com/Muzz/FlaxEngine into Muzz-Advanced-Bloom
2025-03-08 19:47:22 +01:00
Chandler Cox
837a4927c1
Try fix build issues.
2025-03-08 10:50:46 -06:00
Chandler Cox
5ea6e7b49d
Refactor to ViewportRubberBandSelector class and use actor node virtual methods.
2025-03-08 09:38:01 -06:00
Wojtek Figat
0c0f128585
Fix collision proxy not updating on sequential mesh changes
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#2920
2025-03-07 23:39:01 +01:00
Wojtek Figat
0fa88b23c6
Add DriverVersion to GPUAdapter for checking on old GPU drivers
2025-03-07 11:39:54 +01:00
Wojtek Figat
dad8c0cd6b
Merge remote-tracking branch 'origin/master' into 1.10
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# Conflicts:
# Source/Engine/Level/Prefabs/Prefab.Apply.cpp
2025-02-27 17:17:02 +01:00
Wojtek Figat
dcba97f84a
Fix missing masked terrain rendering
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#3177
2025-02-25 16:46:17 +01:00
Muzz
1fac78f48f
attributes fix
2025-02-25 14:49:59 +10:00
Muzz
953cbb6e40
Advanced Bloom commit.
2025-02-25 14:02:15 +10:00
Wojtek Figat
21047ac8ac
Upgrade CollisionCooking to use new MeshAccessor
2025-02-24 23:46:44 +01:00
Wojtek Figat
754d321ef0
Fix crash on incorrect index buffer size when building mesh buffers via MeshAccessor
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#3246
2025-02-24 23:28:35 +01:00
Wojtek Figat
4aab1be3d6
Bump up materials version after merge with master
2025-02-18 09:20:48 +01:00
Wojtek Figat
a6fb651ff4
Merge remote-tracking branch 'origin/master' into 1.10
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# Conflicts:
# Source/Engine/Graphics/Materials/MaterialShader.h
2025-02-18 09:19:59 +01:00
Wojtek Figat
f459249f78
Fix compilation regression from aa8add7b38
2025-02-11 14:23:10 +01:00
Wojtek Figat
aa8add7b38
Fix large worlds rendering of meshes
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Add `Double4x4` for higher precision matrices operations
#2985
2025-02-11 13:01:48 +01:00
Wojtek Figat
58090aa6d6
Fix triplanar texture mapping when using Large Worlds
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#3001
2025-02-11 00:31:37 +01:00
Wojtek Figat
04dde7a3f2
Add warnings on incorrect GPUBuffer or GPUTexture usage when binding to GPUContext (in non-release builds)
2025-01-30 22:03:21 +01:00
Wojtek Figat
44fae3838e
Add GPUResourceUsage.Staging for both CPU read/write access
2025-01-30 20:39:04 +01:00
Chandler Cox
abe2482a01
Use mesh collision proxy if available.
2025-01-27 18:28:06 -06:00
Wojtek Figat
d501018feb
Add improved GPU crashes reporting
2025-01-24 22:56:52 +01:00
Wojtek Figat
cf40facefe
Add engine fatal error types handling
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Add general out-of-memory handling
Add safety memory buffer for crash or out of memory handling
Refactor Globals exit/error state to be in Engine class
2025-01-24 20:07:12 +01:00
Wojtek Figat
80a44b5f5c
Remove old code
2025-01-24 11:08:31 +01:00
Wojtek Figat
326bc498b8
Add more logging for cooking process
2025-01-22 00:01:25 +01:00
Wojtek Figat
9fd98c8e12
Optimize blend weights to use 8-bit per bone (instead of 16-bit)
2025-01-21 11:40:01 +01:00
Wojtek Figat
eaf48bb176
Fix regression in dynamic mesh bounds and triangles setup after refactor
2025-01-20 23:48:25 +01:00
Wojtek Figat
8a7ceef288
Add content deprecation system that auto-saves assets in Editor that use old data format
2025-01-20 23:46:49 +01:00
Wojtek Figat
6111f67e33
Add ToSpan for MemoryWriteStream and simplify code with it
2025-01-16 17:35:28 +01:00
Wojtek Figat
addc6d5216
Merge remote-tracking branch 'origin/master' into 1.10
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# Conflicts:
# Content/Editor/Gizmo/Material.flax
# Content/Engine/DefaultTerrainMaterial.flax
# Source/Editor/Windows/Assets/ModelWindow.cs
# Source/Editor/Windows/Assets/SkinnedModelWindow.cs
# Source/Engine/Core/Types/Variant.cpp
2025-01-13 18:07:54 +01:00
Wojtek Figat
3796b0ccae
Revert #3117 and do it different way as some types can be valid even if different thus use internal parameter setter for type validation
2025-01-13 16:07:47 +01:00
Wojtek Figat
ea96418764
Update old Float1010102 to FloatR10G10B10A2
2025-01-12 21:22:53 +01:00
Wojtek Figat
d751c6a6c6
Add PackNormal/UnpackNormal and GetInt/SetInt to MeshAccessor
2025-01-12 21:22:35 +01:00
Wojtek Figat
e75d7ad257
Fix compilation warnings
2025-01-12 20:30:43 +01:00
Wojtek Figat
647d74af0d
Fixes for vertex layouts binding into graphics backend
2025-01-11 22:44:38 +01:00
Wojtek Figat
a1c46d2e6e
Add support for up to 4 texture channels when importing meshes
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#2667
2025-01-11 22:40:20 +01:00
Wojtek Figat
99788e4743
More fixes for Vulkan rendering to be on pair with DirectX when it comes to accessing missing vertex buffer components
2025-01-09 21:46:22 +01:00
Wojtek Figat
3505b8971b
Add support for up to 65536 skeleton bones in skinned meshes
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https://forum.flaxengine.com/t/import-fbx-with-bones-more-than-256/1196
2025-01-08 18:48:50 +01:00
Wojtek Figat
2b2ace0d00
Fixes for Vulkan backend after recent changes
2025-01-08 18:09:45 +01:00
Wojtek Figat
7aa240e5eb
Add vertex shader input layout reading via shader compiler reflection to handle missing vertex elements binding when explicit layout got deprecated
2025-01-07 23:26:06 +01:00
Wojtek Figat
db4d7d2a05
**Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data**
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#3044 #2667
2025-01-06 22:47:19 +01:00
Wojtek Figat
29bfef677f
Add PixelFormatSampler utility to quick read/write operations on various data formats
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Moved from `TextureTool` to be used in runtime and with more generic use cases (including C# scripting).
2025-01-05 23:49:44 +01:00
Wojtek Figat
933fac6c13
Add Slice to Span and sue it to make code cleaner
2025-01-05 17:41:27 +01:00
Wojtek Figat
792d322818
Missing change for 6f04231b31
2025-01-05 00:17:52 +01:00