65b8d8f91e
Fix perspective/view matrices in Dawntrail renderer
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After staring at Renderdoc for a while, I finally figured out the magic
combination to make this work. For static models, we need a new constant
buffer for the view(?) matrix.
2025-06-03 05:24:24 -04:00
0fb41c9a88
Make the material model static for now
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I don't know how I broke the skinned mode in both renderers, but it's
not really used here. I can re-enable it later once it doesn't become a
problem.
2025-06-03 05:23:23 -04:00
7bae664767
Stop building testing for more Flatpak modules
2025-06-03 04:37:05 +02:00
f27495541b
Don't include luadec as a luabpart dependency on Flatpak
2025-06-03 04:37:05 +02:00
478ac987b2
Mention Flatpak builds in the README
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And unlike the previous Linux builds, these are actually portable!
2025-06-03 04:37:05 +02:00
3a97ae5c20
Disable luadec in Flatpak for now
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I will eventually re-enable it later, but it's not super important to
have right now.
2025-06-03 04:37:05 +02:00
63961f5b9a
Add the multilib Flatpak SDK extensions
2025-06-03 04:37:05 +02:00
8aceb85e15
Add multilib for Flatpak
2025-06-03 04:37:05 +02:00
046b549f3c
Only upload binary Windows artifacts
2025-06-03 04:37:05 +02:00
2e181262ff
Add Flatpak CI job
2025-06-03 04:37:05 +02:00
40a577f9ab
Manually copy Qt6PrintSupport to bin directory on Windows
2025-06-03 03:56:32 +02:00
e41eb66d9f
Disable Python bindings for KXmlGui
2025-06-03 03:56:32 +02:00
9bcbbbf8fb
Don't build Python bindings for KF6
2025-06-03 03:56:32 +02:00
370132b342
Add missing KF6XmlGui DLL in the CI package
2025-06-03 03:56:32 +02:00
2fee10e9c2
Give a name to the model in the material view
2025-06-02 21:48:58 -04:00
4676653c84
Add g_PbrParameterCommon buffer to the Dawntrail renderer
2025-06-02 21:48:48 -04:00
87e4188d9f
Load the index texture, instead of falling back to the normal texture
2025-06-02 21:48:26 -04:00
b8b448ce55
Skip rendering extra passes in the new renderer for now
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It should be easy to support, but I'm lazy and just want to test this
again.
2025-06-02 20:28:31 -04:00
e2a0b83fb0
Fix some assertions in game renderer
2025-06-02 20:25:59 -04:00
456cde8727
Fix decompiling shaders with the latest SPIRV Cross
2025-06-02 20:21:13 -04:00
c6de850457
Log the exception when failing to a load a shader from SHPK
2025-06-02 19:51:23 -04:00
1516db591f
Add g_VertexMovementScale
2025-06-02 19:51:09 -04:00
e71da6147b
Add even more shader parameters
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Thanks to Penumbra! I also de-duplicated the list a bit.
2025-06-02 18:19:54 -04:00
c2d2e2981d
Add more known shader parameter names
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Thanks to Meddle for this bigger, gianter list.
2025-06-02 18:16:30 -04:00
1faf6ed729
Update to latest libphysis, add known sampler keys
2025-06-02 18:08:53 -04:00
f6845f6a6f
Fix submodule paths
2025-06-02 17:52:41 -04:00
d12b0cd077
Remove outdated line about supported game versions from the README
2025-05-17 13:16:51 -04:00
2be604d6fa
Add more error handling when loading maps, update libphysis
2025-05-17 13:10:46 -04:00
7077f1727b
Update libphysis
2025-05-17 12:35:07 -04:00
c2d1bbcbb3
Improve appearance of the 3D View in the Map Editor
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The object indicators are now drawn in wireframe - just a temporary
thing until I figure out how I want to style them. The ambient factor is
also increased so not everything is so dark.
2025-05-17 12:19:28 -04:00
45becb20ae
Various map editor fixes
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Such as the wrong place name being shown, and adding a warning when a BG
model failed to load.
2025-05-17 12:07:49 -04:00
0e39c846d7
Increase the free camera speed
2025-05-17 11:37:40 -04:00
505802706a
Show the layer names instead of naming them by index
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For some reason SqEX ships their internal names of layers in retail, so
we can show them!
2025-05-17 11:35:49 -04:00
77f93c5224
Don't show all layers at once, allow selecting which ones to see
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You can now select which layers are currently visible in the object list
view, and makes the performance *so much better* because it doesn't load
everything by default.
2025-05-17 11:32:23 -04:00
da0240b3bf
Separate map layers into their own tree items
2025-05-17 11:17:20 -04:00
7213b1865f
Make free camera movement in 3D views framerate-independent
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This makes it way more tolerable to use when your framerate is super
low, like in the Map Editor.
2025-05-17 11:09:37 -04:00
80f1e2c1dd
Be a little bit more efficient when loading static map objects
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Still not great loading times, but it's now somewhat bearable on debug
builds. It now doesn't try to load duplicate models at all. Most of the
time is actually spent inside of Physis parsing the model, which I'll
have to tackle there.
2025-05-17 10:43:08 -04:00
79f26babd0
Update libphysis
2025-05-17 10:23:47 -04:00
79cf04942e
Free map terrain and bg models once we load them
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Unlike the Gear Editor, we don't need these later (for export and such -
yet!) and can be safely removed. This significantly reduces the memory
pressure from loading maps, but it's not all sunshine and rainbows yet.
2025-05-17 09:48:33 -04:00
695ec80635
Fix undefined variable error
2025-05-14 22:26:57 -04:00
75a094134a
Begin loading BG objects from the LGB
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It "works" but it's too slow to actually all of them and
takes way too much memory.
2025-05-14 21:07:12 -04:00
58425c1ae0
Fix REUSE metadata
2025-05-13 22:18:47 -04:00
dfef9fdccf
Draw spheres at every instance object location
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Now we can see where each object is (there's no way to tell them apart
yet.) The rendering is also extremely inefficient, so don't be surprised
if it slows down on your computer.
2025-05-13 16:57:37 -04:00
fc327ba8b5
Fix the object pass, start rendering a sphere
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The sphere doesn't look correct (bad vertex stride) but that doesn't
matter. I need to expose the object's transform in libphysis next,
before we can start drawing.
2025-05-13 16:41:52 -04:00
66808619f3
Load a bunch of possible LGB files
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This now loads the various LGB names I know of when opening a map in the
editor, and they are properly categorized in the object list widget. The
next step is drawing these in the view or adding a property pane.
2025-05-13 16:08:19 -04:00
8ba4d0ba6f
Create a proper ObjectListModel
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Eventually we want to load multiple LGBs at once (and categorize objects
further, of course) so we need an actual tree model.
2025-05-13 16:03:27 -04:00
fa47841440
Add object list to map editor, begin parsing background LGB
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This is super basic at the moment, but still super cool!
2025-05-13 15:51:35 -04:00
f16d099274
Add Flatpak generated files to gitignore
2025-05-13 15:20:16 -04:00
93bb7fec43
Begin adding support for drawing additional objects in the renderer
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This will be used in the map editor to draw where objects are. It
doesn't draw anything yet, and can't until we get LGB support in
libphysis.
2025-05-13 15:19:11 -04:00
442a13a612
Map Editor: Move the map list widget to an open dialog
2025-05-11 21:27:49 -04:00