Robert Beckebans
a7280a4f5f
Updated .plan in RELEASE-NOTES
2023-04-18 21:21:45 +02:00
Robert Beckebans
f07d8881b2
Find bone of selected armature if -transfermotion is given
2023-04-18 21:09:10 +02:00
Robert Beckebans
97c302f761
If -DSTANDALONE=ON option is set filesystem will look for content/ instead of base/
2023-04-13 22:04:34 +02:00
Robert Beckebans
d5473c51f1
Added glTF2 import option -nomikktspace
2023-04-13 21:49:39 +02:00
Robert Beckebans
097995d21a
Fixed crash and made the -rotate [yaw] glTF2 import option functional
2023-04-13 21:31:34 +02:00
Robert Beckebans
52acc84901
[glTF2] Fetch all skinned for selected rig
2023-04-12 18:43:26 +02:00
Robert Beckebans
d1d04d70da
Fixed support for static glTF2 models
2023-04-12 14:09:21 +02:00
Robert Beckebans
9e927137c6
Use FindModelRoot() in idRenderModelGLTF::GetAnimBin()
2023-04-12 12:56:01 +02:00
Robert Beckebans
00b27d3141
Extended FindModelRoot logic
2023-04-10 17:17:28 +02:00
Robert Beckebans
c67a1b4379
Added glTF2 code comments
2023-04-09 20:51:01 +02:00
Robert Beckebans
f2739e4abc
Fixed bone hierarchy when -addorigin is used
2023-04-09 20:41:18 +02:00
Robert Beckebans
114dbcd2c3
Some fixes to get the xaero.glb loading. Still broken
2023-04-09 17:24:52 +02:00
Robert Beckebans
0ca9d755a1
Fixed glTF2 root node lookup
2023-04-08 18:47:27 +02:00
HarrievG
cdce094518
gltf GetNode mesh* fix
2023-04-08 15:25:53 +02:00
HarrievG
a8703607d3
+ bug fixes for animated gltf models
...
+ crude attempt to support translation animations on armature bone
# Conflicts:
# neo/renderer/Model_gltf.cpp
2023-04-08 15:25:18 +02:00
Robert Beckebans
bc5b4d97e9
Made idRenderModelGLTF::rootID private
2023-04-08 15:17:07 +02:00
Robert Beckebans
d2115c1a07
Cleanup, indented comments
2023-04-06 15:44:07 +02:00
Robert Beckebans
033282f8d6
Avoid copy constructor in glTF library
2023-04-04 22:36:46 +02:00
HarrievG
41a0c9a310
- Fixed loading gltf models with multiple skinned meshes
...
- All skeletons wil now automatically use the armature node as root bone. In gltfs with a single armature you can name the armature "origin". You can also rename the armature node on import with -rename "armature" "origin".
2023-04-04 22:36:46 +02:00
Robert Beckebans
1d36dcf1a4
Removed glew and updated LICENSE_EXCEPTIONS with new third parties
2023-04-02 16:02:35 +02:00
Robert Beckebans
9febc506c3
Updated README
2023-04-02 15:42:30 +02:00
Robert Beckebans
383d4b84c7
exportEntityDefsToBlender exports to _bl/entities.json
2023-04-02 15:42:14 +02:00
Robert Beckebans
75e6fe2a27
Prefer high performance GPUs in laptops with DX12 #746
2023-04-02 12:31:22 +02:00
Robert Beckebans
8c9f79b28f
Applied Astyle
2023-03-31 12:28:41 +02:00
Stephen Saunders
7880773f1a
Disable Win32 SC_MAXIMIZE for faster borderless fullscreen transitions
2023-03-31 11:54:44 +02:00
Stephen Saunders
acc3038933
Improve SDL desktop window position error handling and sdl_vkimp error reporting
2023-03-31 11:54:44 +02:00
Stephen Saunders
dafed51a79
Simplify VKimp_Init() and remove defunct cvars
2023-03-31 11:54:44 +02:00
Stephen Saunders
b427ec338c
Support Borderless Fullscreen and Borderless Window modes for Win32 and SDL platforms
2023-03-31 11:54:44 +02:00
Robert Beckebans
33b54481d1
Little cleanup
2023-03-30 22:58:59 +02:00
Robert Beckebans
49dc6cee46
Reverted com_smp back to boolean
2023-03-30 19:30:33 +02:00
Robert Beckebans
aeb219589a
Merge branch 'master' into vsync-fixes
2023-03-30 18:10:31 +02:00
Stephen Saunders
e8b76ee1ab
Give each Vulkan swapchain image (vs frame) its own acquire/present semaphore
2023-03-30 01:07:43 -04:00
Robert Beckebans
a05d73ecef
Removed unused cvar r_useHalfLambert
2023-03-29 21:20:19 +02:00
Robert Beckebans
591e095cee
Update README for VS 2022
2023-03-29 21:19:34 +02:00
Stephen Saunders
3c4cdea02a
Define r_mvkSynchronousQueueSubmits cvar to control MoltenVK's queue submit option
2023-03-28 12:15:41 -04:00
Stephen Saunders
59b4555bc9
Optimize macOS frame sync / fps by enabling MoltenVK asynchronous queue submission
2023-03-27 15:51:43 -04:00
Stephen Saunders
4207e22e10
Fix frame "Sync" timer calculation to handle Vulkan Vsync modes
2023-03-26 23:32:16 -04:00
Stephen Saunders
98a5d63cdc
nvrhi sync option for DX12 supporting NUM_FRAME_DATA = 2 or 3
2023-03-24 13:15:00 -04:00
Stephen Saunders
5968997562
Fix Vulkan Vsync mode and handle NUM_FRAME_DATA = 2 or 3
2023-03-24 11:29:40 -04:00
Stephen Saunders
2faa15bab5
Fix Vsync mode switching to support all modes: 0 (off), 1 (smart), 2 (on)
2023-03-24 10:04:34 -04:00
Robert Beckebans
fd86362724
Show shadow atlas stats with com_showFPS 3
2023-03-18 14:44:59 +01:00
Robert Beckebans
518af4c257
Enable D3D12 Debug Layer with r_useValidationLayers 2
2023-03-17 19:01:41 +01:00
Robert Beckebans
9f305c2399
Removed stencil shadow volumes with additional fixes by icecoldduke
2023-03-16 20:49:30 +01:00
Robert Beckebans
a6d76a7104
Stencil shadows work but some flicker as bad as in RBDOOM 1.4.0
2023-03-15 12:36:43 +01:00
Robert Beckebans
1e29c5e15d
Fixed r_useShadowAtlas 0
2023-03-14 23:55:37 +01:00
Robert Beckebans
d846b54e72
Fixed most stencil shadows related bugs. Still not working
2023-03-14 22:06:19 +01:00
Robert Beckebans
a5a6bf0e33
Format doomclassic with Astyle too
2023-03-14 10:33:41 +01:00
HarrievG
fd975a8f24
Fixed recursive mesh adding in findEntities for gltf scenes
2023-03-13 19:28:55 +01:00
Robert Beckebans
972a727f1e
Changed animated glTF2 models to be cached like md5 so model overlays work on them
2023-03-13 19:25:30 +01:00
Robert Beckebans
d1c8425153
Store glTF2 source timestamp in .bglb binary cache file
2023-03-13 19:17:07 +01:00