Ari Vuollet
7d945d47e8
Fix build regression
2026-08-10 20:34:06 +03:00
mafiesto4
59227bbc8b
Merge remote-tracking branch 'origin/master' into 1.13
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# Conflicts:
# Source/Engine/Graphics/Materials/DeformableMaterialShader.h
# Source/Engine/Platform/Windows/WindowsWindow.cpp
# Source/Engine/Platform/Windows/WindowsWindow.h
2026-08-08 06:40:11 +02:00
David Svez
caa670949b
Clarify DDGI settings guidance
2026-08-08 05:58:30 +02:00
mafiesto4
de0bf0d552
Fix missing distortion rendering on Deformable materials
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#4045
2026-08-07 06:16:30 +02:00
mafiesto4
8632890068
Missing change for fix e8c63066e3
2026-08-03 07:47:30 +02:00
mafiesto4
d845eb54ce
Refactor GeometryDrawStateData storage into RenderBufers for correct split-screen rendering
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Refactor `ISceneRenderingListener` events to contain more data
2026-08-03 07:08:27 +02:00
mafiesto4
e8c63066e3
Fix LOD Dither Factor regression from bc36168318 on negative values
2026-08-03 07:04:49 +02:00
mafiesto4
b66a5f1f27
Add ViewportRect to Camera and rendering for split-screen drawing
2026-07-23 13:15:09 +02:00
mafiesto4
c306781eb3
Add InputLatencyMs stat to ProfilingTools
2026-07-22 09:59:36 +02:00
mafiesto4
b6204ceb76
Add DDGI reflections to transparent materials
2026-07-21 13:25:09 +02:00
mafiesto4
078a45c4b7
Add half-res DDGI reflections resolving to optimzie rendering on low-end devices
2026-07-20 12:06:13 +02:00
mafiesto4
bc7146f822
Add todo comment for future
2026-07-15 23:42:57 +02:00
mafiesto4
401bfbd52d
Add new DDGI Reflections rendering mode for fully dynamic indirect specular
2026-07-14 23:09:34 +02:00
mafiesto4
7d387a11c7
Simplify binding depth buffer as read-only
2026-06-30 15:18:43 +02:00
mafiesto4
1915aa3c06
Merge remote-tracking branch 'origin/master' into 1.13
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# Conflicts:
# Content/Shaders/DepthOfField.flax
# Source/Engine/Content/Asset.cpp
2026-06-30 10:06:55 +02:00
mafiesto4
593b989958
Fix procedural Skinned Mesh creation from code
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https://forum.flaxengine.com/t/issues-with-creating-skinnedmodel-procedurally/2627
2026-06-29 15:18:21 +02:00
mafiesto4
7f403658df
Add option to render DDGI indirect lighting in half-res with bilateral upscaling
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Cuts irradiance resolving time in half at cost of some aliasing. Ideal for low-quality settings or when rendering at high native res.
2026-06-27 00:44:20 +02:00
mafiesto4
a45dec5170
Add Graphics.GI.Dump command for profiling DDGI/GlobalSDF
2026-06-25 22:49:32 +02:00
mafiesto4
1385d5282f
Add Graphics.Shadows.Dump command for profiling shadow mapping
2026-06-25 19:02:35 +02:00
mafiesto4
a3694203a2
Optimize development-only shaders and rendering code to compile it out in Release game builds
2026-06-25 11:21:13 +02:00
mafiesto4
11a226952c
Update graphics API
2026-06-24 23:32:16 +02:00
mafiesto4
49b5a2e912
Add Light Overlap debug view mode
2026-06-24 23:26:38 +02:00
mafiesto4
91268116b0
Fix self-shadowing artifacts in DDGI on fast moving objects
2026-06-24 16:54:43 +02:00
mafiesto4
2486fecca5
Add RealtimeSkybox mode to SkyLight for dynamic skylight
2026-06-23 13:42:46 +02:00
mafiesto4
0477d37aeb
Add IndirectShadowsStrength to GI settings for artist-controlled light leaking
2026-06-23 12:33:11 +02:00
mafiesto4
5636c9d85b
Add GPU Texture binding as Gameplay Global texture for runtime-textures
2026-06-23 08:42:55 +02:00
mafiesto4
3db688e5fd
Add GIProbesSpacing and GlobalSurfaceAtlasResolution to global Graphics for runtime editing
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#4001
2026-06-21 23:07:17 +02:00
mafiesto4
cc99d537d9
Add Graphics.GI.GetConvergence to use GI bounce progress for game loading screens/fades
2026-06-21 22:56:47 +02:00
mafiesto4
dfd583caca
Add new Lighting debug view mode for both diffuse and specular lighting preview without material colors
2026-06-18 13:57:59 +02:00
mafiesto4
e40ce90370
Update DirectXShaderCompiler to 1.9.2602
2026-06-17 12:09:01 +02:00
mafiesto4
39994764d1
Don't return matrix by value due to perf #4136
2026-06-16 11:57:44 +02:00
mafiesto4
b49b410d6b
Merge branch 'dev/GridJitterFix' of https://github.com/ifromstone/FlaxEngine into ifromstone-dev/GridJitterFix
2026-06-16 11:54:54 +02:00
mafiesto4
956a59e6bb
Add PostProcessEffect.CollectDrawCalls to properly draw custom meshes
2026-06-16 11:20:43 +02:00
mafiesto4
888dfbe014
Add api to draw Skinned Model from code with Animated Model pose
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https://forum.flaxengine.com/t/how-to-render-outline-for-an-animated-model/2598
2026-06-16 11:19:34 +02:00
mafiesto4
1da2c95647
Fixes for bc36168318
2026-06-16 09:32:29 +02:00
mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
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All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00
mafiesto4
33332bb372
Add engine extensions for PerfSDK integration
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https://github.com/FlaxEngine/PerfSDK
2026-06-11 12:10:28 +02:00
mafiesto4
080de40eac
Add debug preview to selected resource in GPU Memory tab
2026-06-10 15:13:59 +02:00
mafiesto4
057e5684e9
Add Texture and Cube Texture support to Gameplay Globals
2026-06-09 13:49:00 +02:00
Andrei Gagua
7326cf65d8
Fix: Editor - use non-jittered projection for post-TAA overlay grid
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Add a managed `RenderView.GetOverlayProjection()` helper that returns the non-jittered projection once TAA has been resolved, and use it for editor overlay rendering paths.
2026-06-03 18:49:42 +03:00
mafiesto4
775e978fed
Merge remote-tracking branch 'origin/master' into 1.13
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# Conflicts:
# Flax.flaxproj
# Source/Engine/Level/Actors/StaticModel.cpp
# Source/Engine/Level/Prefabs/Prefab.cpp
# Source/Engine/Tools/ModelTool/ModelTool.cpp
2026-06-03 17:15:38 +02:00
mafiesto4
e450658834
Remove deprecated mono runtime backend
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Old `mono` backend was not maintained for since 1.7 (July 2023)
`dotnet` backend still can run `mono` on AOT platforms but with the latest .NET features.
2026-06-03 16:35:06 +02:00
mafiesto4
fd8ae9bc2b
Rename SceneRenderTask::RenderingPercentage to RenderScale
2026-06-03 13:01:11 +02:00
mafiesto4
c2ec3fe2cb
Simplify async render flushing code
2026-06-03 05:03:22 +02:00
mafiesto4
fca6ed43cc
Fix compilation regression
2026-06-02 19:17:40 +02:00
mafiesto4
9ce6026192
Optimize model actors entries serialization
2026-06-02 14:07:28 +02:00
mafiesto4
a544cbcfde
Add mesh index buffer optimization based on meshoptimizer library
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Work similar to existing impl but yields better results with even less overdraw.
2026-06-01 18:41:45 +02:00
mafiesto4
f55ac81fe4
Update to the latest Vulkan SDK 1.4.350
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Update Vulkan API to `1.2` on Windows
Update Vulkan API to `1.1` on Android
2026-06-01 14:19:09 +02:00
mafiesto4
e7c5f257e9
Minor fixes and improvements
2026-05-28 09:54:35 +02:00
mafiesto4
320d37d9a2
Fix MeshAccessor triangle count calculation bug
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#4121
2026-05-28 09:54:18 +02:00