33 lines
1.5 KiB
Plaintext
33 lines
1.5 KiB
Plaintext
Console changes (move working compiled cgf code into resource compiler tool(now I waiting for indoor and shadow volume changes))
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Water distortion
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Water distortion texture
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Rain on screen 1
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Shadow maps generalization (shadow maps on particles, indoors.. each lsource and entity has flags to cast stencil or smaps )
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Finalize stencil for outdoors
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Restore terrain modifications
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Finetune complex decals on entities
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Real time update in editor of layered fog and other volumes/elements
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Make list of attached particle sprays in the entity class, remove part sys calls every frame from script
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Slow lod switch for static objects (research)
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Decals bending with trees
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Finish beaches (fix visual bugs, more control for designers)
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Finish weather/dragonfly
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Rocket affects particles movement
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Physiclicaly correct breakable glass
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Editor: automatic objects brightness calculations: 3 groups of objects on terrain: on light, in shadow from tree, in shadow from mountain
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Improve HW occlusion culling
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Water: switch back to old radial system?
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Try to render real objects instead detail objects to give more freedom to artists
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Adjustable density for detail objects (per type)
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Mirrored trees (instead rotation)
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Point sprite extension research
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Tesselate terrain light pass to get shadow maps from point lsources in one pass
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'Update shadow every frame' flag for trees and entities in editor
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Use LeafBuffer callcback for terrain ant other procedural
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Reload IStatObj
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Random particles bouncing
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Fixed loading address for DDLs
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Editable voxel space research
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Beaches slow dissapearing on distance
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