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6bcdb7dd05
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perf(gl46): the geometry of the banks without user data in a few large buffers shared by them, so the multi draws take the chunks of many models at once (gfx.geometry.shared)
build-feat-gl46-migration
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2026-10-24 01:49:02 +02:00 |
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e53c44ed4d
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perf(debug): cpu time of the parts of the culling and the draws of the instances of the main view in the gpu culling section of the debug panel
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2026-10-24 01:38:33 +02:00 |
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3e2d292709
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perf(gpucull): keep the walks of the submodel trees of the instances from frame to frame and make them again only when the model changes (gfx.gpucull.walkcache)
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2026-10-24 01:01:43 +02:00 |
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794ac578de
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perf(textures): with texture streaming read the data ahead of the camera instead of the whole scenery at load, drop read-ahead data unused for 5 min
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2026-10-23 23:35:02 +02:00 |
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336690ad8a
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perf(debug): debug.memorystats switch for the heap counting (off by default) and the places of the large heap blocks in the memory section
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2026-10-23 23:10:32 +02:00 |
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16ee4ff65b
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perf(debug): live heap blocks by size and the objects of the simulation tables in the memory section of the debug panel
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2026-10-23 22:45:49 +02:00 |
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4be94dd006
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perf(debug): count what the program takes with new (global operator new/delete of the executable) and the objects of the model instances in the memory section of the debug panel
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2026-10-23 22:26:01 +02:00 |
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2dc70a50bc
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perf(debug): memory of the process and of its parts in the debug panel: resident, peak and private memory, card memory (GL_NVX_gpu_memory_info), the copies kept by the textures, geometry banks, models, scenery shapes and lines, sleepers and sound buffers
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2026-10-23 22:02:03 +02:00 |
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1a42009dc2
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perf(physics): performance.multithreading switches the work over many threads, which each job sizes by how much it has: the physics steps a thread per 128 vehicle steps, up to all logical cores
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2026-10-23 21:07:05 +02:00 |
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9f7217256b
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fix(physics): the external program messages (multiplayer) no longer keep the physics steps in one thread, only network sessions do; the debug panel tells what keeps them in one
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2026-10-23 20:12:02 +02:00 |
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60667588b5
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perf(physics): the steps of the vehicle physics on many threads, in groups of vehicles which act on one another (performance.cpucores, 0: all cores)
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2026-10-23 19:56:36 +02:00 |
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2f96dfe767
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perf(physics): air flowing along a pipe wakes the physics of a coupled vehicle only when it changes its pressure by more than physics.pipewake (0.001 bar), not with any trickle of it
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2026-10-23 19:30:21 +02:00 |
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9a7ff372f7
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perf(debug): count what wakes the physics of the vehicles (brake pipe, main reservoir pipe, command, speed, acceleration, neighbour, other) in the debug panel
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2026-10-23 19:08:09 +02:00 |
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f17462b186
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perf(physics): road vehicles farther than 1 km from the camera go by one step of the physics in a frame (physics.roadlod); count what resets the switching time of the vehicles (compressor, mains, diesel, physics woken) in the debug panel
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2026-10-23 18:47:01 +02:00 |
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a04efbf968
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perf(physics): vehicles standing still and held by their brakes let their physics sleep (physics.sleepheld)
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2026-10-23 18:20:49 +02:00 |
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e054fe900d
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perf(debug): count what keeps the physics on in rail vehicles standing still (active cab, speed, acceleration, switching, ezt/dmu, moving neighbour), for the debug panel
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2026-10-23 18:06:12 +02:00 |
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0aa1e2d4b6
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perf(debug): forces and update of the vehicles by kind in the debug panel: rail and road, within 1 km of the camera and farther, with the counts of vehicles and of the ones standing still
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2026-10-23 17:54:05 +02:00 |
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5a53c32b0a
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perf(debug): forces and update of the vehicles by kind in the debug panel: rail and road, within 1 km of the camera and farther, with the counts of vehicles and of the ones standing still
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2026-10-23 17:51:15 +02:00 |
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52df707f30
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perf(debug): parts of the vehicle update in the debug panel: scenery animations, power grid, roads, preparation, forces, vehicle update and ai, with the counts of vehicles and physics steps; input and the start of the ui frame timed apart
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2026-10-23 17:26:44 +02:00 |
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fc714d50ec
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perf(debug): cpu timers of the simulation and the main loop, cpu time of the frame parts next to the gpu, renderer data of the debug panel in folding sections
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2026-10-22 20:54:30 +02:00 |
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5d3f857c39
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perf(gl46): leave out instance buckets before the culling, lod bounds once per model, shared walks of the shadow cascades
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2026-10-22 20:13:25 +02:00 |
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b343e98e22
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fix(roads): a level crossing watches the rails within its warning distance measured from where it is, however long the track through it
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2026-10-22 18:42:36 +02:00 |
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8fbf056749
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fix(ai): a road order holding the vehicle keeps the road orders past it from telling the vehicle to drive on
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2026-10-22 18:01:04 +02:00 |
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f4f8c75e49
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fix(ai): orders of road junctions and level crossings measured along the lane they lie on, so they aren't misplaced on short lanes
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2026-10-22 17:16:33 +02:00 |
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29f624024f
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feat(ui): memory cells section in the debug panel, to look up and set them while the simulation runs
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2026-10-22 16:42:56 +02:00 |
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1cc1ba27d2
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fix(roads): an axle getting on a crossroads takes the way the other axle took, one starting where it gets on
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2026-10-22 16:22:49 +02:00 |
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c7f4790aa9
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fix(track): the blending at the joints exactly as long as set, however far apart the vertices
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2026-10-22 00:29:00 +02:00 |
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c17d77fe6c
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fix(track): a blending length of 0 on either side keeps the joint sharp
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2026-10-22 00:11:26 +02:00 |
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173fe2ec3c
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feat(editor): ballast and rails blending lengths apart, as sliders
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2026-10-21 23:51:43 +02:00 |
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925f5910bb
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refactor(track): the ballast fades into that of the tracks joined, as the rails do
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2026-10-21 23:36:03 +02:00 |
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b8eb5c71a1
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feat(track): parallax track materials blended at the joints
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2026-10-21 23:25:40 +02:00 |
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674abfeeab
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fix(track): seasonal and specgloss track materials blended at the joints
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2026-10-21 23:15:29 +02:00 |
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283b8523e6
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feat(track): normal mapped track materials blended at the joints too
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2026-10-21 23:04:53 +02:00 |
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6b87fe43b3
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chore(track): log why a material isn't blended at the joints of the tracks
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2026-10-21 22:52:59 +02:00 |
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c5a894a674
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feat(track): rails and ballast blended into those of the tracks joined, where their textures differ
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2026-10-21 22:34:57 +02:00 |
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407a555803
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fix(track): 3D sleepers of a track's own sleeper model at the height it was fitted to
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2026-10-21 22:01:30 +02:00 |
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2d7942786d
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feat(track): each 3D sleeper at the level of detail of its own distance
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2026-10-21 21:48:17 +02:00 |
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12c2aaf1db
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chore: remove the NVRHI-based betterRenderer
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2026-10-21 19:30:32 +02:00 |
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9c2520ea52
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fix(track): 3D sleepers let go of the beams of the tracks far away
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2026-10-21 18:19:21 +02:00 |
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83c8c23c80
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feat(editor): presets of the track properties, applied on the selected tracks
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2026-10-21 16:09:05 +02:00 |
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16c77ab6fb
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feat(editor): texture of the rails of path 2 of a switch set apart
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2026-10-21 15:50:00 +02:00 |
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30cb83584d
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fix(track): timbermodel of a track lays switch timbers without sleepers3d in eu07.ini
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2026-10-21 15:37:11 +02:00 |
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3c890e4eb9
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Make the default material matte
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2026-10-21 15:03:14 +02:00 |
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ae3e063df0
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Add a list of the terrain chunks to the editor
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2026-10-21 13:15:44 +02:00 |
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7d0f76aaa9
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Make the material shaders physically based
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2026-10-20 18:39:31 +02:00 |
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cf36b24e8d
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Let the smoke leave the exhaust as a widening jet that fades in
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2026-10-20 18:00:51 +02:00 |
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abbdca4773
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Let the templates of smoke sources set how fast their particles rise or fall
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2026-10-20 17:12:23 +02:00 |
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867497b658
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Simulate and light the smoke on the GPU and make rain and snow of particles
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2026-10-20 16:44:27 +02:00 |
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6a109e984c
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perf(gl46): skip shapes out of the pass frustum and the motion blur when nothing moves
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2026-10-20 15:23:03 +02:00 |
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dfbe8a6d9e
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feat(gl46): leave out instance buckets beyond their range before the culling
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2026-10-20 14:57:30 +02:00 |
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