jerrrrycho
e8c4f3592e
fix: fpslimit paced in integer clock ticks, FPS shown counts the wait ( eu07/maszyna#416 )
...
The limiter slept off the rest of each frame with sleep_for() given a float
duration. MSVC adds that to steady_clock::now() in float nanoseconds, so after
a few hours of system uptime the wake-up time is rounded to tens of ms: at
95 h uptime fpslimit 60 had no effect at all and fpslimit 30 gave ~22 fps, in
the full and the legacy renderer alike.
frame_pacer now schedules frames on a fixed cadence in steady_clock ticks and
the loop waits with sleep_until; an overshooting wait is made up in the next
frame. The FPS shown and the motion blur use the new mainloop_period stopwatch
(frame start to frame start, wait included); the targetfps/fpsaverage
draw-range controllers keep reading the work time as before.
(eu07/maszyna#416 )
2026-11-07 18:47:41 +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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2026-10-11 13:22:33 +02:00
2026-10-04 20:00:13 +02:00
2026-03-14 19:01:57 +00:00
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
2026-10-09 21:02:25 +02:00
2026-11-07 11:20:50 +00:00
2026-10-11 13:22:33 +02:00
2026-03-14 19:01:57 +00:00