c4e23932bf
Add the optional Radius, ShadeSelf, CastShadows and SoftFalloff of FreeSpotLight and make FalloffAngle 360 a point light
2026-10-28 16:18:03 +01:00
413cebed9c
Hold the sky back only around tunnels and keep the cab lit by day
2026-10-28 14:01:37 +01:00
e8a90507f0
Light the cab with the sun coming in through its windows
2026-10-28 12:19:43 +01:00
c44b243698
Shade the sky and the sun by the scenery around the camera instead of the track environment flags
2026-10-27 17:11:06 +01:00
2a876befb0
Shade the sky and the sun by the scenery around the camera instead of the track environment flags
2026-10-27 16:02:36 +01:00
9dde5b0e5e
Take the ambient occlusion into the lighting and add a probe of the cab
2026-10-27 13:23:52 +01:00
ac0b4e5f15
Add a white balance to the tonemapping
2026-10-27 01:40:19 +01:00
550d47e97c
Merge remote-tracking branch 'jano211/siec-radio' into feat/renderers-cleanup
2026-10-26 16:36:36 +01:00
719c729929
Improve rain shader
2026-10-26 15:51:56 +01:00
a6bdeeaa2b
Add DLSS Frame Generation (gfx.framegeneration x2/x3/x4) and Reflex (gfx.reflex) to the Vulkan renderer
2026-10-25 20:52:12 +01:00
1841e6d7b0
Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent
2026-10-25 19:35:33 +01:00
71a6628a4a
Vulkan ray tracing: shade the heightmap terrain from its layers; longer default SSR range
2026-10-25 17:15:58 +01:00
e201c83825
Vulkan ray tracing: trace only visible reflections, sun shadow from the shadow map, foliage switch and timings
2026-10-25 16:09:19 +01:00
f20b1a3071
Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections
2026-10-25 13:54:49 +01:00
252b9373ea
Add gfx.antialiasing (off, msaax2/x4/x8, taa) with temporal anti-aliasing in the GL 4.6 and Vulkan renderers
2026-10-25 05:17:41 +01:00
c48c58776a
Vulkan: parity with GL (P1–P7), shared GPU culling records (N6c), threaded command recording and render thread (M1, M4)
2026-10-25 03:06:01 +01:00
9b7d02e5fb
Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
2026-10-24 20:10:24 +02:00
bd589f272d
feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
2026-10-24 05:47:11 +02:00
Claude
f30fefd91c
Sieć trakcyjna: przęsła wg typów sieci, wysięgniki z katalogu, bramki, kotwienia i edytor sieci
...
Sam kod exe z gałęzi siec-trakcyjna (bez testów, notatek i danych z tests/catenary).
Dane (data/traction_*.txt) leżą poza repozytorium.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
Claude-Session: https://claude.ai/code/session_019Tqn7T8D1Gx3ptKtZgNtX5
2026-10-23 23:15:00 +02:00
c7f4790aa9
fix(track): the blending at the joints exactly as long as set, however far apart the vertices
2026-10-22 00:29:00 +02:00
925f5910bb
refactor(track): the ballast fades into that of the tracks joined, as the rails do
2026-10-21 23:36:03 +02:00
b8eb5c71a1
feat(track): parallax track materials blended at the joints
2026-10-21 23:25:40 +02:00
674abfeeab
fix(track): seasonal and specgloss track materials blended at the joints
2026-10-21 23:15:29 +02:00
283b8523e6
feat(track): normal mapped track materials blended at the joints too
2026-10-21 23:04:53 +02:00
c5a894a674
feat(track): rails and ballast blended into those of the tracks joined, where their textures differ
2026-10-21 22:34:57 +02:00
3c890e4eb9
Make the default material matte
2026-10-21 15:03:14 +02:00
7d0f76aaa9
Make the material shaders physically based
2026-10-20 18:39:31 +02:00
cf36b24e8d
Let the smoke leave the exhaust as a widening jet that fades in
2026-10-20 18:00:51 +02:00
abbdca4773
Let the templates of smoke sources set how fast their particles rise or fall
2026-10-20 17:12:23 +02:00
867497b658
Simulate and light the smoke on the GPU and make rain and snow of particles
2026-10-20 16:44:27 +02:00
07ac7406a0
feat(terrain): grass follows the seasons and fades out over gfx.grass.fadedistance
2026-10-20 02:20:03 +02:00
f3bdadad66
feat(terrain): holes cut in the heightmap terrain and shader grass painted over it
2026-10-20 01:32:01 +02:00
de9f61b307
Merge remote-tracking branch 'origin/feat/switch-blades' into feat/gl46-migration
2026-10-19 22:13:43 +02:00
8c00b0bc3d
Fit the cascades of the sun shadows to the depth of the view
2026-10-19 12:02:01 +02:00
bc4df5567f
Cull and draw the sleepers of tracks on the GPU with the instances
2026-10-18 03:18:26 +02:00
f4b516eeb8
Cull shadow and reflection passes on the GPU
2026-10-18 01:46:45 +02:00
494304903f
Draw the instances from the GPU with multi draws, the model block of each draw read by its number
2026-10-18 00:47:05 +02:00
maj00r
d25f20a56c
feat(track): 3D sleepers and switch timbers, blade heel and throw from templates, one rail carving pass
...
- sleepers3d / sleepers3dplain / sleepers3dbed in eu07.ini: timbers put together from the begin, main and end parts of a model
and stretched to their length, plain sleepers of their own model; tracks whose plain sleepers would touch are laid as one
cluster, lines of timbers led by priority and turned to the bisectors of frogs and crossings at a limited rate, whole timbers
under crossings, split ones between tracks with room to part them, gaps filled per rail and overlaps shortened or dropped;
clusters worked out in a background thread while driving, on demand in the editor
- the ballast can be left out under the beams (sleepers3dbed no)
- blades get their heel and throw from the switch template or blades <heel> <throw> in the scenery; blades of double switches
run on into the track linking them to the next switch
- rail cutting at frogs, wing rails, movable noses and switch crossings done by one carving pass (RailCarve)
- tint of the rail treads applied to the colour only, without the matte band at the frog
- a switch trailed through with a movable nose set the other way derails the vehicle
- self-tests: sleepercheck, sharedzones, beamsnear, throw, sleepersbg
2026-10-17 23:32:43 +02:00
maj00r
7100cec12f
feat(track): the texture of a shared running surface blends into the texture of the rail it lies on: 2 cm on each side of the boundary both are drawn in tinted variants of their materials that fade per vertex into the mean colour of the two treads, sampled from the texture files, so the edge of the wheels of the other track leaves a soft band instead of a line
2026-10-17 23:28:41 +02:00
maj00r
7e1b2c553c
feat(renderer): a matte variant of a material for the parts of rails no wheel rolls on: it lights the same maps as weathered steel, with the weathering scaled per vertex by userdata, so a polished running surface fades into unused steel without a bright stripe; the cut faces of rails are drawn in it in an extra pass
2026-10-17 23:28:41 +02:00
435110cef9
Place the sun and the moon where they are and light the night by the phase of the moon
2026-10-17 22:47:24 +02:00
5a5c67aaaf
Let the instances drawn from the GPU hide one another, in two phases
2026-10-17 21:50:23 +02:00
802e356c91
Curve the bases of the clouds up towards their edges and start every billow at a height of its own
2026-10-17 20:03:26 +02:00
0dae1f0b9f
Give the fog volume a slice of the fog without its clouds for the sky
2026-10-17 19:56:35 +02:00
1730f400ad
Let the base and the top of every cloud stand a little off those of its layer
2026-10-17 19:43:18 +02:00
df48637718
Switch the fog over the sky to the fog without the clouds as soon as the volume holds any cloud
2026-10-17 19:31:45 +02:00
56889679d9
Keep the clouds of the fog volume off the sky, where the ray march draws them already
2026-10-17 19:24:36 +02:00
1eeb5013cb
Light the volumetric clouds by the sun three times as brightly
2026-10-17 19:03:46 +02:00
1152791e8c
Space the steps towards the sun of the clouds geometrically and follow more orders of scattering
2026-10-17 19:01:39 +02:00
e1900a9cd3
Leave the finest octaves out of the cloud coverage noise so the sides of the clouds get no upright grooves
2026-10-17 18:41:15 +02:00