Commit Graph

14 Commits

Author SHA1 Message Date
Dipshet 33c2cf60cc Fix overlay input leaking into the game: explicit input ownership
Interacting with the overlays also drove the game (clicks fired
weapons, scroll cycled them, keys leaked), and hovering one silenced a real
pad. Input now follows window-manager rules, mouse to the window under the
cursor, keyboard to the focused window, real pads never suppressed, via
ImGui capture flags conjoined with overlay visibility, published as atomics.
2026-08-06 00:43:34 +02:00
salh c2e2fbfbbc Add 60fps cutscene clamp for in-engine cinematics
Suspend the FPS unlock while a demo-manager Exec (DD sub_82184460 / EM sub_821856F8) ticks, so the frame-locked IngameCinematics Sequencer plays at native ~30fps instead of double speed. Adds ac6_cutscene_clamp CVar (default on).
2026-06-15 16:03:43 +03:00
salh 96e10d2b6e Removed a whole lot of Dead legacy code. Add a performence that is enabled by Default. 2026-04-30 10:57:35 +03:00
salh 701eb202eb Fix graphics diagnostics and restore default runtime settings 2026-04-20 23:13:53 +03:00
salh 26c84988e7 Add setup_and_build.bat script 2026-04-20 06:43:35 +03:00
salh 882d20f686 Refactor native graphics backend and fix build errors 2026-04-19 13:05:54 +03:00
salh 440bbbca88 Wire executor frames into backend submission scaffolding 2026-04-18 11:44:18 +03:00
salh e0cf1eea03 Add execution plan and replay executor scaffolding 2026-04-18 10:34:53 +03:00
salh 84334d3aec renderer: add replay IR scaffolding 2026-04-18 09:51:58 +03:00
salh 38036d9154 feat: expose D3D capture topology and per-frame draw stats in overlay
Add guest primitive-type histograms and per-frame DrawStatsSnapshot to frame capture summary so AC6 debugging can correlate point-list draws (trails) and sampler churn with native graphics planning without extra tooling.

Made-with: Cursor
2026-04-17 22:47:31 +03:00
salh 5bdc93d055 feat: wire AC6 native graphics runtime and bootstrap configure path
Run the native renderer every frame from AC6 present timing hooks with a visible runtime status overlay so migration progress is observable in-game. Also add a tracked CMake bootstrap include and migration mapping docs so fresh clones can configure before generated glue exists.

Made-with: Cursor
2026-04-17 21:48:36 +03:00
salh aa40992ec2 chore: resolve merge conflicts, clean up workspace, update README
- Resolve merge conflicts in CMakeLists.txt, .gitignore, and all src/ files,
  keeping the HEAD (native renderer) versions throughout
- Remove stale SDK alternate-tree ref (rexglue-sdk~6e0ca2f) from index
- Drop scratch files: 'New Text Document.txt', *.bak
- Rewrite README with full setup instructions, prereqs table, build
  preset table, run command, project layout overview, and Linux section
2026-04-17 20:35:41 +03:00
salh ddf7c28587 Initial barebones version 2026-04-17 20:09:41 +03:00
salh 77f5da905a Initial source-only import 2026-04-14 12:37:39 +03:00