Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

fix: set bLandSpecular to support Terrain Parallax #88

Merged
merged 2 commits into from
Sep 11, 2023

Conversation

alandtse
Copy link
Collaborator

bLandSpecular may be disabled by certain mod lists and is necessary for
terrain parallax. This will force the setting to true when Terrain
Parallax is enabled.

bLandSpecular may be disabled by certain mod lists and is necessary for
terrain parallax. This will force the setting to true when Terrain
Parallax is enabled.
@doodlum
Copy link
Owner

doodlum commented Sep 11, 2023

Great. Similarly we should force 64-bit render targets.

@doodlum doodlum merged commit 0b49ae9 into doodlum:dev Sep 11, 2023
2 checks passed
@alandtse
Copy link
Collaborator Author

I'm not sure what that is or what setting it is. You should make an issue so we actually track it.

doodlum added a commit that referenced this pull request Sep 13, 2023
* chore: polish Feature menus (#82)

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

---------

Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>

* docs: improve compilation instructions (#85)

* Update README.md

Rework of Readme's instructions to help clarify installation and configuration of requirements to compile Community Shaders.

* Update README.md

* Update README.md

* Update README.md

* Update README.md

Removed explicit install instructions for Vcpkg in the event changes are made upstream to its installation process.

* Update README.md

* feat: add NPC grass collision (#79)

* fix: fix bug where collisionCount always 0

It now will remember the last value from the prior frame.

* feat: add npc grass collision

Allows NPCs to cause grass collisions. This is more costly than the
player only version. However, additional settings have been added to
tune quality over performance. We should ask testers for good defaults.

The commit currently enables NPC collisions by default. We can disable
with maxDistance set to 0.

* style: 🎨 apply clang-format changes

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

* chore: convert to popups in menu

---------

Co-authored-by: TheRiverwoodModder <125157333+TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>

* feat: improve ShaderCache (#86)

* feat: improve ShaderCache

* Add error message when compiler failure detected. Error may be hidden
but menu will be in red font to indicate failure state.
* Add statistics to compilation message and advanced options, including
estimated completion time and data on failures and cache hits.
* Add setting to change the Compiler Thread count. This may allow users
to avoid crashes and unresponsiveness.
* Fix logic to detect failed shaders appropriately and avoid infinite
compilation bug.
* Fix bug where Shader Defines would not load if loglevel was malformed.

closes #71

* fix: fix hashkey to avoid hashing on descriptor

Remove descriptor from string generated for hashkeys. On 1.5.97, I see
3.8K worth of hits which may be the permutations discussed here (# 72).

* fix: set bLandSpecular to support Terrain Parallax (#88)

* refactor: remove redundant state load

* fix: set bLandSpecular to support Terrain Parallax

bLandSpecular may be disabled by certain mod lists and is necessary for
terrain parallax. This will force the setting to true when Terrain
Parallax is enabled.

* docs: simplify build commands

* build: fix subsurface directory structure

Auto deploy scripts were broken due to missing Shaders subdirectory in
/Features

* build: list features for auto deployment

* feat: enable VR building for SSS

* style: clang format

---------

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <125157333+TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: AceAmir <73254124+AceAmir@users.noreply.github.com>
Co-authored-by: Pentalimbed <76898260+Pentalimbed@users.noreply.github.com>
alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Sep 15, 2023
* chore: polish Feature menus (doodlum#82)

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

---------

Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>

* docs: improve compilation instructions (doodlum#85)

* Update README.md

Rework of Readme's instructions to help clarify installation and configuration of requirements to compile Community Shaders.

* Update README.md

* Update README.md

* Update README.md

* Update README.md

Removed explicit install instructions for Vcpkg in the event changes are made upstream to its installation process.

* Update README.md

* feat: add NPC grass collision (doodlum#79)

* fix: fix bug where collisionCount always 0

It now will remember the last value from the prior frame.

* feat: add npc grass collision

Allows NPCs to cause grass collisions. This is more costly than the
player only version. However, additional settings have been added to
tune quality over performance. We should ask testers for good defaults.

The commit currently enables NPC collisions by default. We can disable
with maxDistance set to 0.

* style: 🎨 apply clang-format changes

* Some polishing of the Feature menus

* style: 🎨 apply clang-format changes

* chore: convert to popups in menu

---------

Co-authored-by: TheRiverwoodModder <125157333+TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>

* feat: improve ShaderCache (doodlum#86)

* feat: improve ShaderCache

* Add error message when compiler failure detected. Error may be hidden
but menu will be in red font to indicate failure state.
* Add statistics to compilation message and advanced options, including
estimated completion time and data on failures and cache hits.
* Add setting to change the Compiler Thread count. This may allow users
to avoid crashes and unresponsiveness.
* Fix logic to detect failed shaders appropriately and avoid infinite
compilation bug.
* Fix bug where Shader Defines would not load if loglevel was malformed.

closes doodlum#71

* fix: fix hashkey to avoid hashing on descriptor

Remove descriptor from string generated for hashkeys. On 1.5.97, I see
3.8K worth of hits which may be the permutations discussed here (# 72).

* fix: set bLandSpecular to support Terrain Parallax (doodlum#88)

* refactor: remove redundant state load

* fix: set bLandSpecular to support Terrain Parallax

bLandSpecular may be disabled by certain mod lists and is necessary for
terrain parallax. This will force the setting to true when Terrain
Parallax is enabled.

* docs: simplify build commands

* build: fix subsurface directory structure

Auto deploy scripts were broken due to missing Shaders subdirectory in
/Features

* build: list features for auto deployment

* feat: enable VR building for SSS

* style: clang format

---------

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <125157333+TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: AceAmir <73254124+AceAmir@users.noreply.github.com>
Co-authored-by: Pentalimbed <76898260+Pentalimbed@users.noreply.github.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants