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f4b516eeb8
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Cull shadow and reflection passes on the GPU
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2026-10-18 01:46:45 +02:00 |
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494304903f
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Draw the instances from the GPU with multi draws, the model block of each draw read by its number
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2026-10-18 00:47:05 +02:00 |
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435110cef9
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Place the sun and the moon where they are and light the night by the phase of the moon
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2026-10-17 22:47:24 +02:00 |
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5a5c67aaaf
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Let the instances drawn from the GPU hide one another, in two phases
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2026-10-17 21:50:23 +02:00 |
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802e356c91
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Curve the bases of the clouds up towards their edges and start every billow at a height of its own
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2026-10-17 20:03:26 +02:00 |
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0dae1f0b9f
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Give the fog volume a slice of the fog without its clouds for the sky
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2026-10-17 19:56:35 +02:00 |
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1730f400ad
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Let the base and the top of every cloud stand a little off those of its layer
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2026-10-17 19:43:18 +02:00 |
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df48637718
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Switch the fog over the sky to the fog without the clouds as soon as the volume holds any cloud
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2026-10-17 19:31:45 +02:00 |
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56889679d9
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Keep the clouds of the fog volume off the sky, where the ray march draws them already
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2026-10-17 19:24:36 +02:00 |
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1eeb5013cb
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Light the volumetric clouds by the sun three times as brightly
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2026-10-17 19:03:46 +02:00 |
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1152791e8c
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Space the steps towards the sun of the clouds geometrically and follow more orders of scattering
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2026-10-17 19:01:39 +02:00 |
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e1900a9cd3
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Leave the finest octaves out of the cloud coverage noise so the sides of the clouds get no upright grooves
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2026-10-17 18:41:15 +02:00 |
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dd89aa5396
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Fray the edges of the volumetric clouds with a finer noise and let their billows shade one another
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2026-10-17 17:57:25 +02:00 |
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22bf015939
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Shade the volumetric clouds by the cloud over each point, not by the density at it
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2026-10-17 17:24:51 +02:00 |
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27e5c07837
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Add screen-space contact shadows for the sun, lamps and headlights
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2026-10-17 03:11:47 +02:00 |
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8dd80c4d2e
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Even out the fog cells with their neighbours and stagger the points next to lamps
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2026-10-17 00:37:58 +02:00 |
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d07204db5c
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Take the light of a lamp in the fog along four rays in the cells next to it
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2026-10-17 00:31:59 +02:00 |
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f1c12ca651
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Spread the light of a lamp in the fog over the size of a cell next to the lamp
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2026-10-17 00:27:28 +02:00 |
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e31a49f917
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Sample the fog cells across their whole size and take their lamps from fixed clusters
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2026-10-17 00:22:29 +02:00 |
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e8dbaf70a9
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Sample the fog cells in their middle across the view and dither the output
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2026-10-17 00:11:27 +02:00 |
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aa522d7376
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Integrate the light of lamps across the fog cells instead of one point sample
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2026-10-16 23:52:17 +02:00 |
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6ee628aaa5
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Steady the volumetric fog and add a switch for the old headlight beams
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2026-10-16 23:23:51 +02:00 |
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8b929fc1da
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Give the volumetric clouds lumps, sky and ground light and a fog colour by the angle from the sun
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2026-10-16 22:25:11 +02:00 |
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2be85410ce
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Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
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2026-10-16 21:44:47 +02:00 |
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d509775269
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Cast shadows of vehicle headlights from the scene in their beam in the GL 4.6 renderer
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2026-10-16 14:13:36 +02:00 |
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466cb5339e
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Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
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2026-10-16 12:54:52 +02:00 |
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2f0a06b98e
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Cast shadows of scenery lamps from the scenery, nearby vehicles and the cab in the GL 4.6 renderer
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2026-10-16 11:32:45 +02:00 |
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06d7b9e9f0
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Cast shadows of the cab lamp from the cab in the GL 4.6 renderer
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2026-10-16 02:43:27 +02:00 |
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4d3a401aae
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Cull and assign LOD to instances in a compute pass
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2026-10-16 01:08:44 +02:00 |
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fd98d4eea5
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Light the scene with lamps of models, vehicle compartments and the cab lamp in the GL 4.6 renderer
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2026-10-16 00:07:08 +02:00 |
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5f365a00c5
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Fix the screen space ambient occlusion and add ground truth ambient occlusion to the GL 4.6 renderer
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2026-10-15 23:03:50 +02:00 |
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ce725c3d62
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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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2026-10-15 22:16:41 +02:00 |
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624c7f4f0b
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Do not cap the reach of a light at 1 km in the cluster culling
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2026-10-15 20:25:51 +02:00 |
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9f2ae071a6
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Use clustered light lists in forward shading
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2026-10-15 16:16:53 +02:00 |
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6aa6e505e8
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Cull lights into clusters in a compute pass
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2026-10-15 15:21:21 +02:00 |
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f85cf5fe52
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Build view-space light cluster grid in a compute pass
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2026-10-15 14:16:55 +02:00 |
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39d5df2ef3
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Remove unused f_light_pos vertex shader output
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2026-10-15 10:35:18 +02:00 |
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9e64244ebd
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Require OpenGL 4.6 core context and regenerate glad
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2026-10-15 01:39:32 +02:00 |
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0e10ce4d0b
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Remove OpenGL ES / ANGLE render path
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2026-10-15 00:53:28 +02:00 |
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7b9eaf1ccb
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Editor terrain: area fill with blurred or sharp edge, texture rotation
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2026-10-10 17:35:52 +02:00 |
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35bda3778c
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Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools
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2026-10-09 21:02:25 +02:00 |
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1d9c608396
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light_common: add normal offset to shadow lookups
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2026-09-19 21:56:02 +02:00 |
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cb6b97b904
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light_common: weight textureGather shadow PCF by sub-texel position
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2026-09-19 21:15:49 +02:00 |
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306c7eaf26
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Adjust param values
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2026-09-19 17:09:58 +02:00 |
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468ea1d747
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Add shader diffuse multiply
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2026-09-19 16:56:39 +02:00 |
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8df81eb46d
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Improve skybox
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2026-09-14 21:11:08 +02:00 |
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766a957527
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Fix relfections on default shader and tonemapping
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2026-09-01 20:41:06 +02:00 |
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3b4df9bb6d
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Fix default shader reflection
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2026-08-17 18:51:36 +02:00 |
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Sebastian Krzyszkowiak
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b323d78c34
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light_common: Adjust ambient and sun diffuse scale
Sun needs some oomph.
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2026-06-30 01:37:47 +02:00 |
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Sebastian Krzyszkowiak
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473eae53d2
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tonemapping: Reduce saturation boost in AgX
1.4 is quite extreme with our textures. Boost it up, but not as much.
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2026-06-30 00:21:40 +02:00 |
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