Wojtek Figat
8cd8ae93c3
Add ObjectRadius to DrawCall to properly cull local lights and env probes in Forward Shading
2023-09-20 15:01:02 +02:00
Wojtek Figat
979168e82c
Refactor various Editor APIs to use auto-generated bindings instead of manual code
2023-06-12 14:34:07 +02:00
Wojtek Figat
71a5d56105
Add support for importing skeleton-only as Skinned Model (eg. from animation file to have skeleton for retargeting)
2023-05-04 15:43:44 +02:00
Wojtek Figat
273b6c0228
Various minor improvements
2023-05-04 11:55:22 +02:00
Wojtek Figat
05ffaf7cef
Add **skeleton retargeting** to play animations on different skeletons
2023-05-04 11:54:17 +02:00
Wojtek Figat
5b50562a9f
Refactor Skeleton Mapping to be handled by Skinned Model instead of Animation asset
2023-04-26 14:27:01 +02:00
Wojtek Figat
510fc443e8
Refactor CoreCLR runtime into explicit dotnet api instead of mocking mono api
...
Required by platforms that will use mono under the hood for .Net 7
New `USE_CSHARP` define for C# ability
Engine doesn't use `mono_*` apis directly but via MCore/MClass/MMethod/ apis
2023-03-27 17:29:42 +02:00
Wojtek Figat
eed2cdfe04
Progress on dotnet7 runtime hosting with mono
2023-03-22 17:59:46 +01:00
Wojtek Figat
123b7f5433
Fix Mesh data downloading to support not yet streamed vertex/index data gather
...
#932
2023-02-16 13:47:43 +01:00
Wojtek Figat
a214c14a4d
Add Sort Order to animated models too
2023-01-28 17:03:18 +01:00
Wojtek Figat
87549a3e6c
Fix sort order usage in multi-pass drawing of the Mesh
2023-01-28 01:31:07 +01:00
Wojtek Figat
adfe3ad165
Add SortOrder to drawable object types for transparency sorting override
2023-01-26 18:37:40 +01:00
Wojtek Figat
f127bbebe1
Refactor enum flags with __underlying_type and new EnumHasAnyFlags/EnumHasAllFlags
...
Fixes #832
Closes #886
2023-01-15 12:44:39 +01:00
Wojciech Figat
a7e428a21c
Merge branch 'master' into 1.5
...
# Conflicts:
# Content/Shaders/GI/DDGI.flax
# Content/Shaders/GI/GlobalSurfaceAtlas.flax
# Content/Shaders/TAA.flax
# Content/Shaders/VolumetricFog.flax
# Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
# Source/Engine/Core/Config/GraphicsSettings.cpp
# Source/Engine/Engine/PostProcessEffect.cs
# Source/Engine/Graphics/GPUResourcesCollection.cpp
# Source/Engine/Graphics/GPUResourcesCollection.h
# Source/Engine/Graphics/PostProcessBase.h
# Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00
Wojciech Figat
9626e9bbb6
Update copyright year
2023-01-10 15:29:37 +01:00
Wojtek Figat
8918c71312
Update old header usage
2022-12-22 19:31:01 +01:00
Wojciech Figat
3fcbcacd43
Fix empty draw call submitting
2022-12-15 17:33:14 +01:00
Wojciech Figat
7f0c73606c
Improve naming various GPU resources
2022-12-09 11:27:41 +01:00
Wojciech Figat
df82a0f5d0
Add **GPU Memory profiler** to Editor
2022-12-08 16:30:37 +01:00
Wojtek Figat
2b6e3cf993
Fix lod preview typo in df45ac46b1
2022-12-03 13:10:47 +01:00
Wojtek Figat
df45ac46b1
Optimize various debug views performance
2022-12-03 12:23:39 +01:00
Wojtek Figat
98c29c4a4e
Optimize compilation time
2022-12-03 10:42:58 +01:00
Wojtek Figat
3b4d91924f
Add draw call sorting keys generation during draw calls collection (async)
2022-11-16 09:20:56 +01:00
Wojtek Figat
9c7da16c1a
Add multi-threaded scene rendering with Job System
2022-11-06 20:44:43 +01:00
Wojtek Figat
183636289a
Optimize shadow projections rendering contexts to collect draw call indices only (draw calls from main render list)
2022-11-06 20:44:42 +01:00
Wojtek Figat
eb52d333ae
Refactor scene rendering to use batched culling for main view and shadow projections
2022-10-28 17:53:21 +02:00
Wojciech Figat
32e052a87b
Refactor native Stream serialization to new API
2022-10-20 17:28:12 +02:00
Wojciech Figat
ff34c7cc9b
Refactor raw data ReadSttream and WriteStream to have easier to use API with more features
2022-10-12 11:22:20 +02:00
Wojciech Figat
b17070adf5
Fix picking to properly select closest triangle for meshes
2022-08-18 15:54:02 +02:00
Wojtek Figat
b40a890d31
More work for large worlds
2022-06-30 22:07:11 +02:00
Wojtek Figat
00498106fa
Fix model mouse selection regression
2022-06-23 22:28:12 +02:00
Wojtek Figat
134c8b99aa
Add relative-to-camera rendering for large worlds
2022-06-21 20:03:13 +02:00
Wojtek Figat
b49e5e9984
Format more engine code
2022-06-14 20:17:00 +02:00
Wojtek Figat
e43515f653
Merge remote-tracking branch 'origin/gi' into large-worlds
...
# Conflicts:
# Source/Engine/Graphics/PostProcessSettings.cpp
# Source/Engine/Level/Actors/SkyLight.cpp
# Source/Engine/Renderer/GBufferPass.cpp
# Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp
# Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp
# Source/Engine/Renderer/GlobalSignDistanceFieldPass.h
# Source/Engine/Renderer/RenderList.h
2022-06-13 00:46:33 +02:00
Wojtek Figat
a881c90b2e
Refactor engine to support double-precision vectors
2022-06-13 00:40:32 +02:00
Wojciech Figat
bdc7b3b754
Add updating ModelInstanceActor render state on material change
2022-05-27 12:07:27 +02:00
Wojciech Figat
aba0e46073
Add utility ctors to Half vectors
2022-04-05 17:21:55 +02:00
Wojciech Figat
a5af0a1c81
Fix game build
2022-03-25 11:42:09 +01:00
Wojciech Figat
b08d2001fd
Add Model SDF generation utilities
2022-03-24 11:32:02 +01:00
Wojciech Figat
69a1e007a6
Add some missing changes
2022-02-08 19:56:11 +01:00
Wojtek Figat
73976149da
Fix blend shape dirty vertices range
2022-02-06 21:25:52 +01:00
Wojtek Figat
748d69a3cb
Add CollisionMeshesPrefix option to import collision data from model asset
2022-02-06 14:11:13 +01:00
Wojciech Figat
8c2241c6dc
Update copyright year
2022-01-14 13:31:12 +01:00
Wojtek Figat
192af7ec14
Refactor native core objects to simplify usage for newcomers
2022-01-08 15:06:23 +01:00
Wojciech Figat
06305a8af6
Optimize model data access during models importing
2021-12-13 17:32:01 +01:00
Wojciech Figat
8e61cf8fe1
Fix missing blend shape data transformation on model data import
2021-11-26 12:57:53 +01:00
Wojciech Figat
af305dc376
Fix crash when model or skinned model loading fails
2021-11-24 17:42:01 +01:00
Wojtek Figat
6f16195b08
Fix mesh tangent and bitangent vectors generation with OpenFBX backend by using MikkTSpace
2021-11-11 13:23:30 +01:00
Wojtek Figat
1f12e37412
Move mesh and skinned mesh options into shared base
2021-11-05 12:07:00 +01:00
Wojtek Figat
8938f13a0b
Add support for compiling and running engine without C# scripting
...
(configurable via `EngineConfiguration.UseCSharp` in Flax.Build)
2021-10-23 16:43:15 +02:00