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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-28 16:57:29 +01:00
Commit Graph

3550 Commits

Author SHA1 Message Date
maj00r
2f8aeb24c0 fix(track): a crossing of grooved rails is one flat block where their lofts overlap; the rail cut by the other covers the roundings of the rail going through, the tops in the block are flat in one texture, the plates of the V reach up to the rail top, the walls of the cuts are lit and textured as walls, and the nose between two flangeways starts blunt at the width of a nose tip instead of a thin sliver standing in the groove 2026-10-17 23:28:41 +02:00
maj00r
9343ebcb13 feat(track): frogs and crossings for every rail profile; grooved rails share the floor of their grooves where they cross and need no check rails, the V beside the rail going through is one block where the lofts of the rails overlap; the nose of an acute frog of flat rails is filled between its legs as far as their lofts overlap, like a cast insert 2026-10-17 23:28:41 +02:00
maj00r
59f1a5a144 fix(track): the lowest of two height lists also takes the points where they cross, so the top of an obtuse point rail is not cut narrower than its sides; the end of a short neighbour track joined at a crossing is the nearer one, not any within half a metre 2026-10-17 23:28:41 +02:00
maj00r
215f16e871 fix(editor): self-test frog takes the throat, nose, wing end and check rails from the sizes the rails are laid with, so the wing end is logged where it is laid; self-test crossings tells crossings at middle angles apart and counts them 2026-10-17 23:28:41 +02:00
maj00r
1a3a38e96d refactor(track): one plan projection, cross product and meeting of two lines in plan for the crossings of rails, the frog of a switch and the check rails, in place of copies in each 2026-10-17 23:28:41 +02:00
maj00r
405081e81c refactor(track): the rails of the two paths of a switch are laid by one loop for left and right switches alike, the side of the blade of a path and the blade itself come from one place, used when a switch is made, thrown and its frog found 2026-10-17 23:28:41 +02:00
maj00r
809b48c2ab refactor(track): the blades of a thrown switch are drawn again with their cut faces by one helper instead of four copies; self-test command switches sets every switch to a path and moves its blades there at once 2026-10-17 23:28:41 +02:00
maj00r
e324eb10f9 perf(track): pieces of gauge lines whose bounding boxes do not meet are skipped before they are intersected; self-test railtime logs how much of the time goes to finding the crossings 2026-10-17 23:28:41 +02:00
maj00r
36fb68d8f9 perf(track): the gauge lines, crossings and check rails of a track are kept until a track is made, rebuilt or removed, so laying the rails of a track no longer recomputes its neighbours' crossings for each wing rail; self-test command railtime times planning the rails of all tracks 2026-10-17 23:28:41 +02:00
maj00r
929294af24 feat(editor): self-test command guards logs each guard rail and what each of its ends and breaks is cut along: the rail of the other track, how far off its gauge line and how skewed; a fault when a cut is not along a rail, or a glued end of the frame of a crossing at a middle angle is not on the face of a guard rail of the other track 2026-10-17 23:28:41 +02:00
maj00r
7088618d90 feat(editor): every switch laid in the editor gets the key frogs, a box in the Switch panel sets or clears it as one undo step; the editor rebuilds the tracks crossing a changed or removed one; self-test commands frog, crossings, frogkey and geomhash; Polish translation 2026-10-17 23:28:41 +02:00
maj00r
2159d682f2 feat(track): rails are cut where they cross other rails: a switch with the key frogs draws its frog, wing rails and check rails from its rails, tracks crossing other tracks get acute frogs with wing rails and check rails, obtuse points, guard rails along the quadrilateral of a crossing between 20 and 45 degrees and broken rails with guard rails at wider angles, the track going through chosen by name; sizes come from the rail profile, only for the profiles default, s60, uic60 and s39, others are laid whole; rail ends left open are closed with their cross-section; switches of older sceneries, with check rails in their includes and no key, are drawn as before 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
7221c153dd Let eu07.ini scale how much the moon lights the scenery at night (gfx.moonlight) 2026-10-17 23:10:01 +02:00
41cc966103 Show the moon by day as bright as its sunlit surface, and where the sun and the moon are in the sky window 2026-10-17 22:59:23 +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
918c056b83 Merge branch 'master' into feat/gl46-migration 2026-10-17 20:57:15 +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
dd89aa5396 Fray the edges of the volumetric clouds with a finer noise and let their billows shade one another 2026-10-17 17:57:25 +02:00
22bf015939 Shade the volumetric clouds by the cloud over each point, not by the density at it 2026-10-17 17:24:51 +02:00
27e5c07837 Add screen-space contact shadows for the sun, lamps and headlights 2026-10-17 03:11:47 +02:00
c4da5c9867 Give the prefiltered environment map a texture unit of its own 2026-10-17 02:16:58 +02:00
97112b143b Draw the depth of the whole scene before its colour 2026-10-17 02:15:50 +02:00
f352718e4a Stream model data through persistently mapped buffers 2026-10-17 01:24:33 +02:00
8dd80c4d2e Even out the fog cells with their neighbours and stagger the points next to lamps 2026-10-17 00:37:58 +02:00
d07204db5c Take the light of a lamp in the fog along four rays in the cells next to it 2026-10-17 00:31:59 +02:00
f1c12ca651 Spread the light of a lamp in the fog over the size of a cell next to the lamp 2026-10-17 00:27:28 +02:00
e31a49f917 Sample the fog cells across their whole size and take their lamps from fixed clusters 2026-10-17 00:22:29 +02:00
e8dbaf70a9 Sample the fog cells in their middle across the view and dither the output 2026-10-17 00:11:27 +02:00
aa522d7376 Integrate the light of lamps across the fog cells instead of one point sample 2026-10-16 23:52:17 +02:00
0662df23a7 Copy the Python runtime next to the executable only when the Python install has changed 2026-10-16 23:37:27 +02:00
6ee628aaa5 Steady the volumetric fog and add a switch for the old headlight beams 2026-10-16 23:23:51 +02:00
8b929fc1da Give the volumetric clouds lumps, sky and ground light and a fog colour by the angle from the sun 2026-10-16 22:25:11 +02:00
2be85410ce Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer 2026-10-16 21:44:47 +02:00
jerrrrycho
c7f9796387 fix(ai): release horn when human driver takes over from AI (#210)
* fix(ai): release what the AI was holding when the player takes over

* fix(ai): keep the light selector lookup within its table, Sonar findings of the handover

- the light selector size comes from the vehicle definition (LightsList Size)
  and isn't limited, while the table holds 18 positions; a bigger selector
  read past the table, and so did a table index other than the front or
  rear one. Only the positions the table holds are looked at now, and the
  selector stays where it is for a bad table index (cpp:S2259),
- the lambdas of the handover capture what they use explicitly (cpp:S3608),
- the chained assignments resetting the headlight state on the AI taking
  over are split (cpp:S1121).
2026-10-16 14:44:30 +02:00
d509775269 Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer 2026-10-16 14:13:36 +02:00
466cb5339e Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass 2026-10-16 12:54:52 +02:00
2f0a06b98e Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer 2026-10-16 11:32:45 +02:00
06d7b9e9f0 Cast shadows of the cab lamp from the cab in the GL 4.6 renderer 2026-10-16 02:43:27 +02:00
4d3a401aae Cull and assign LOD to instances in a compute pass 2026-10-16 01:08:44 +02:00
9277c28805 Cull instances by compact records and draw them from a shader storage buffer 2026-10-16 00:37:54 +02:00
fd98d4eea5 Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer 2026-10-16 00:07:08 +02:00