Sebastian Krzyszkowiak
ba405858e1
opengl33renderer: Fix up the sizes of Sun and Moon
...
Although the used value makes some physical sense, it fails to take
FoV effect into account, leading to both Sun and Moon becoming
comically tiny. Revert the sizes to the ones used by the legacy
renderer, which makes them appear much more plausible.
2026-10-27 01:01:52 +01:00
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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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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 15:37:23 +02:00
feat(editor): node bank shows the entries as cards with the previews of their models (Previews, size of the cards 48-256 px, kept in eu07_editor.ini), in the groups and with the search as the list; images found by the names the preview generator gives them, worked out by the same code now (editor/editorPreviews: path of the model and skin, numbers of entries with the same ones in the order of nodebank.txt), read and scaled down in a thread of their own, uploaded a few in a frame, at most 512 kept, read anew on Reload node bank; images of the user interface made by the gl renderers (Create_Image/Release_Image of the imgui renderer, srgb in the modern one); Polish translation
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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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