Mine-imator 2.1 rendering (WIP) - #45
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something I'd love to see is multi-core rendering instead of single threaded honestly (and possibly under the GPU too), especially if this is running under C++ I'm hoping this is what this PR is about |
Codex 5.6 Sol High reasoning
Benchmark movie exporting (dev_mode_exportmovie_benchmarks=true) Fixed render distance setting not working Patched shader parser Previous log file saved on startup
CppProject only optimization analysis Fixed crash loading missing biome
Add missing settings to history_copy_render_settings() Show walk/run cycles in Advanced mode
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Macro refactoring Apply developer settings via program arguments Codex analysis about startup optimizations
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P0: Replace face texture list scans P0: Remove quadratic object-registry prepending P1 quick win: Make Debug audits opt-in
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Thoughts on #include behavior for shaders? Repeated shader code is unruly in 2.0.x, ideally we have some tool like Shady.gml to handle the behavior on the GameMaker side and emulate Shady's basic import behavior in CppGen. Would help with the repeated wind, color, material, etc. uniforms and logic. |
AGENTS.md v1 RELEASE_MODE flag for final build only file_directory (and dev_project) moved to build folder in non-release mode is_optimized() function Uniform XYZ scaling is now enabled by default
AGENTS build tips
GUI tweak
working_directory patch for RelWithDebInfo/RunBenchmarks float[] memory leak fix
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Fixed logging bugs
Fixed shadows=false,ssao=true white screen bug (unbound texture) in OpenGL mode
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Moved TBN construct to fsh side to reduce interpolators and fix normalization.
Find preset on project load Remove "Video quality" and bitrate settings Added warning on intense Realistic movie exports
Render preset tweaks and fixes
Render preset reset fix for "custom" Clean up duplicate export_ scripts
Add missing undo/redo for render distance
Legacy render setting support
…0)" due to unwanted Gamma increase
- General fix for alpha in material/normal maps. - Default emissive is now applied to material maps if emissive isn't defined.
VarType == operator fix Xcode fix
CppGen fixes
- Added "Jittered shadows" option for old behavior. - Sun cascade setting support.
- Added Uchimura, Lottes, Hable, GT7 Curve tonemappers. - Made Reinhard luminance-preserving, reducing desaturation.
Now uses time to complete frames instead of samples
+ Also affected by tonemapping
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Mine-imator 2.1 will feature 3 different "renderers", rather than the typical high/low quality mode:
Below is the new render settings interface that reflect the renderers, split into "Special effects", "Graphics" and "Materials". Only certain buttons/toggles that affect FPS are tied to the presets, while others that only affect appearance are shared between them. Presets are loaded from the Render/ folder as usual.
.mirender format changes:
The different categories in the .mirender file are optional and only those present will override the current settings once chosen in the interface.
Changes
common_color,common_constants,common_effect,common_material,common_position,common_screen,common_util.shader_high_gbuffers:shader_high_auxiliary:render_surface_emissive; emissive is now inrender_surface_normal.arender_surface_hdr[2]; reflections effect now reusesrender_surface_reflections.render_surface_sample_expo/dec/alpha; sampling now usesrender_surface_samplesrender_surface_fog,render_surface_sss,render_surface_sss_range,render_surface_glowrender_surface_fogrender_surface_sssrender_surface_depth,render_surface_sun_buffer,render_surface_point_buffer,render_surface_point_atlas_buffer,render_surface_spot_bufferrender_surface_normal,render_surface_specular,render_surface_shadows,render_surface_hdr[0/1],render_surface_samplesshader_high_auxiliary, blending behavior changed in the pass. Glow effect is mostly the same but gets weaker behind transparent objects. Previously, would be super bright. (Possibly preferred change.)Fixes
uCameraPosition). (3c6526ce)*Existed since 1.0.0 DEMOs