This website requires JavaScript.
Explore
Help
Sign In
ZeroDream
/
CodeWalker
Watch
2
Star
0
Fork
0
You've already forked CodeWalker
mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced
2026-05-14 07:04:50 +08:00
Code
Issues
Packages
Projects
Releases
Wiki
Activity
942
Commits
1
Branch
0
Tags
09d7cf68ffe3e755d9e93f0d3d45da14aa1ea0da
Commit Graph
33 Commits
PR
#235
also enable light culling plane by flag
dexy
·
2024-07-18 14:05:49 +10:00
d049e3ad1c
Fix for lodlights intensity
dexy
·
2021-05-04 18:42:41 +10:00
5426ceada8
HD lights rendering in exterior and lodlights switching, lights falloff fix
dexy
·
2021-05-03 22:59:31 +10:00
5ebda6f0bb
Spot lights geometry improvement, LodLights cone angles and game crash fixes
dexy
·
2021-05-01 21:17:43 +10:00
77e036e750
Update CodeWalker.Shaders to VS2019 - Platform Toolset and Windows Platform update
dexy
·
2020-02-24 18:21:29 +11:00
5ab2a3b5de
Fixed capsule lights rendering
dexy
·
2019-12-12 22:21:18 +11:00
6becfaea95
Using culling planes in entity lights
dexy
·
2019-12-12 18:37:39 +11:00
66b512e8b6
Support for normal_only and spec_only decals in deferred mode
dexy
·
2019-12-11 21:38:40 +11:00
968a611aa9
Added LOD manager, improved shadows performance
dexy
·
2019-12-08 05:42:06 +11:00
6c76726131
Interior lights improvements
dexy
·
2019-12-05 15:04:00 +11:00
d59663d87e
HD lights rendering in interiors
dexy
·
2019-12-05 03:40:52 +11:00
c6aa4c7baf
Hardware MSAA support for deferred render
dexy
·
2019-12-04 20:14:11 +11:00
f333e64812
Refactored deferred lights code, and skipping SSAA when sample count is 1
dexy
·
2019-12-04 17:54:48 +11:00
152d439f89
Added MSAA pass to deferred render
dexy
·
2019-12-04 04:33:27 +11:00
1843d70652
Fixed light falloff exponents
dexy
·
2019-12-04 02:47:20 +11:00
21ed53e00f
Fixed light cone angles
dexy
·
2019-12-04 01:28:58 +11:00
f22826ea94
Deferred shading
dexy
·
2019-12-04 00:52:22 +11:00
9a53c2147b
Finxed rendering issues due to reversed depth
dexy
·
2019-12-01 20:47:16 +11:00
755477590d
Ped clothes not exploding
dexy
·
2019-11-29 20:47:11 +11:00
ef1debfb41
Weapon rendering improvements
dexy
·
2019-11-27 12:56:34 +11:00
dead879d99
Moved Shaders src to CodeWalker.Shaders
Carmine Giugliano
·
2019-11-18 16:25:40 +01:00
2013535aec
Fix for leg jankyness. Added PBBNCCTTX shader
dexy
·
2019-11-10 02:01:52 +11:00
918ed7fccf
Skin mesh now using correct bone transforms
dexy
·
2019-11-03 22:43:39 +11:00
6be0d5cb30
Added vertex shaders for skin mesh support
dexy
·
2019-11-03 06:25:20 +11:00
9f84ba8ad0
Experimental UV animations playing from YCD. (some air cons broken!)
dexy
·
2019-11-02 06:46:45 +11:00
80b6f3742b
FBX importer v1, fix for YNDs DLC loading, fix for renamed NG encrypted RPFs, RelFile MetaNames addition
dexy
·
2019-03-20 21:21:47 +11:00
bc1efebe5c
Optimised BasicShaderPSGeomVars for DiffuseSampler2, added BasicVS_PNCTT.cso to source control
dexy
·
2019-02-20 20:56:04 +11:00
a11ec59dda
Added vertex shader PNCTT and started implementation of DiffuseSampler2. (
#43
)
Added vertex shader PNCTT and implementation of DiffuseSampler2.
horstche
·
2019-02-20 20:41:00 +11:00
3690b082bc
Navmesh/paths rendering depth bias, navmesh points and portals now selectable
dexyfex
·
2018-03-12 04:42:20 +11:00
761278fd0b
Shader improvements for decal_dirt
dexyfex
·
2018-03-07 22:24:37 +11:00
0264011ad0
R29_dev5 - Updated todo (and shader CSO for some reason)
dexyfex
·
2018-03-04 00:48:11 +11:00
a24ef35611
New Project Window
dexyfex
·
2018-03-04 00:03:08 +11:00
c093aa4736
R26_dev8 - First public commit
dexyfex
·
2017-09-21 20:33:05 +10:00
a8243c3e0e