e7c65993d8
Copy the textures of the terrain layers again when the season or the weather changes
2026-10-19 11:09:57 +02:00
b1f880b5a7
Cull the scenery models drawn on their own on the GPU with the instances
2026-10-19 10:54:04 +02:00
ffe77be754
Cull the instances of the shadow maps of headlights and lamps on the GPU
2026-10-18 23:14:08 +02:00
64dedb9d53
Record the opaque scene once and replay it for the depth prepass and the colour pass
2026-10-18 21:00:54 +02:00
2e30366235
Draw the recorded instance draws with the variant seed they were recorded with
2026-10-18 18:41:33 +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
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).
build-master
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
5f365a00c5
Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer
2026-10-15 23:03:50 +02:00
ce725c3d62
Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
2026-10-15 22:16:41 +02:00
ea0dba6dae
Add shader validator CI
2026-10-15 20:26:35 +02:00
2e02cf8137
Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created
2026-10-15 20:26:23 +02:00
624c7f4f0b
Do not cap the reach of a light at 1 km in the cluster culling
2026-10-15 20:25:51 +02:00