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Updated release notes
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@ -19,6 +19,30 @@ TBD - RBDOOM-3-BFG 1.6.0
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_______________________________
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## .plan - November 27, 2024
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Another test build.
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Changelog:
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* Added new PBR roughness and specular color estimation by Kennedith98
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* Tuned r_lightScale influence for PBR so specular is less dominant
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* Added back SMAA so r_antiAliasing 1 = SMAA, 2 = TAA
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* Fixed TAA problems with 3D guis and transparent decals
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* Killed 3DTV render code. It's either VR or flat.
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* MOC now renders only at the half resolution for better perf
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* Improved interpolation between env_probes, especially when they are parallel placed
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* Updated NVRHI with Nvidia's latest patches
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## .plan - September 06, 2024
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This is a test build for the Masked Software Occlusion Culling (MOC) implementation. Many modern engines have a solution like Umbra integrated that automatically hides hidden objects in the renderer before they even get rendered to optimize the performance.
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@ -1704,7 +1704,10 @@ void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const view
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// apply the world-global overbright and the 2x factor for specular
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idVec4 diffuseColor = lightColor;
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idVec4 specularColor = lightColor * 1.0f; // RB: skip 2x factor for specular PBR formulars
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// RB: the BFG edition has exagerated specular lighting compared to vanilla Doom 3
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// turn this back to 1.0
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idVec4 specularColor = lightColor * 1.0f;
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// jmarshall
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if( vLight->lightDef->parms.noSpecular )
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{
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