8c6a47f42c
Light the occupied cab with the light points of its model
2026-10-28 21:16:22 +01:00
9904eddd0d
Light the cab with cablight/dashboardlight light points of the cab model
2026-10-28 20:55:45 +01:00
8f891fdc14
Report where the GPU got to when the Vulkan device is lost
2026-10-28 20:21:00 +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
1447dcf075
Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
2026-10-27 20:56:11 +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
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
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
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
68fa5dc2da
feat(vulkan): gfxrenderer picks the opengl 4.6 or the vulkan 1.4 renderer (B1-B3)
2026-10-24 03:06:33 +02:00
6bcdb7dd05
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)
2026-10-24 01:49:02 +02:00
3e2d292709
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)
2026-10-24 01:01:43 +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
336690ad8a
perf(debug): debug.memorystats switch for the heap counting (off by default) and the places of the large heap blocks in the memory section
2026-10-23 23:10:32 +02:00
1a42009dc2
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
2026-10-23 21:07:05 +02:00
60667588b5
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)
2026-10-23 19:56:36 +02:00
2f96dfe767
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
2026-10-23 19:30:21 +02:00
f17462b186
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
2026-10-23 18:47:01 +02:00
a04efbf968
perf(physics): vehicles standing still and held by their brakes let their physics sleep (physics.sleepheld)
2026-10-23 18:20:49 +02:00
12c2aaf1db
chore: remove the NVRHI-based betterRenderer
2026-10-21 19:30:32 +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
dfbe8a6d9e
feat(gl46): leave out instance buckets beyond their range before the culling
2026-10-20 14:57:30 +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
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
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
7221c153dd
Let eu07.ini scale how much the moon lights the scenery at night (gfx.moonlight)
2026-10-17 23:10:01 +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
27e5c07837
Add screen-space contact shadows for the sun, lamps and headlights
2026-10-17 03:11:47 +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
IwanXXI
b4b1e6c32f
Broadcast radio receiver in the cab
...
Plays internet radio streams (http, mp3) through a positional emitter in the cab, with analog tuning, inter-station noise and two speaker profiles. Stations are listed in fmradio.txt, cab controls are defined with fmradio entries in the .mmd file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-17 00:14:32 +02:00
6ee628aaa5
Steady the volumetric fog and add a switch for the old headlight beams
2026-10-16 23:23:51 +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
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