mafiesto4
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280da1702b
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Fix incorrect culling when drawing actors depth only
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2026-09-02 23:08:39 +02:00 |
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mafiesto4
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cb513e9271
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Add **HZB Occlusion Culling**
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2026-09-02 23:08:07 +02:00 |
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mafiesto4
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97186f1970
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Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows
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2026-08-28 19:53:10 +02:00 |
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mafiesto4
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4123e6f638
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Various fixes to graphics
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2026-08-28 19:32:12 +02:00 |
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mafiesto4
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a1cb0b5f00
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Minor fixes
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2026-08-26 16:19:45 +02:00 |
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mafiesto4
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9556a69e09
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Fix render stats to be ignored from wireframe overlay
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2026-08-26 16:13:37 +02:00 |
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mafiesto4
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14df537817
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Refactor engine shaders folder to have better organization
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2026-08-26 12:59:23 +02:00 |
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mafiesto4
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3fa73c2d69
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Minor improvements
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2026-08-23 14:32:38 +02:00 |
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mafiesto4
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dfb0db0b70
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Refactor Actor::Draw to use only variant with RenderContextBatch to simplify rendering code
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2026-08-20 22:50:32 +02:00 |
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mafiesto4
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5182629c9c
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Fix Quad Overdraw pass to skip draws from materials that don't support it
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2026-08-18 12:01:20 +02:00 |
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mafiesto4
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58edc4c897
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Refactor Wireframe view mode to draw wireframe on top of lit view
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2026-08-18 12:01:03 +02:00 |
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mafiesto4
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70d0a05e47
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Revert part of 1c25519d99
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2026-08-17 06:03:55 +02:00 |
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mafiesto4
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708bdc7bcb
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Add MaterialTextureMipBias to control texture mip bias in materials for better frame upscaling
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2026-08-16 14:30:53 +02:00 |
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mafiesto4
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1c25519d99
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Backport rendering fixes from https://github.com/RomanZhu/FlaxEngine
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2026-08-16 12:50:44 +02:00 |
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mafiesto4
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926d9a0a0d
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Refactor rendering code by moving RenderContext to a separate harder file
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2026-08-16 12:45:54 +02:00 |
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mafiesto4
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05ebbe7448
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Add new temporal upsampling option (TAAU) when using location DuringAntiAliasing
Refactor `RenderingUpscaleLocation` enum item names.
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2026-08-13 11:26:27 +02:00 |
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mafiesto4
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59227bbc8b
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Merge remote-tracking branch 'origin/master' into 1.13
# Conflicts:
# Source/Engine/Graphics/Materials/DeformableMaterialShader.h
# Source/Engine/Platform/Windows/WindowsWindow.cpp
# Source/Engine/Platform/Windows/WindowsWindow.h
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2026-08-08 06:40:11 +02:00 |
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David Svez
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236e9c27c7
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Window live resize + second monitor High DPI support without turning black
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2026-08-08 06:10:01 +02:00 |
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mafiesto4
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8632890068
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Missing change for fix e8c63066e3
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2026-08-03 07:47:30 +02:00 |
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mafiesto4
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d845eb54ce
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Refactor GeometryDrawStateData storage into RenderBufers for correct split-screen rendering
Refactor `ISceneRenderingListener` events to contain more data
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2026-08-03 07:08:27 +02:00 |
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mafiesto4
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e8c63066e3
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Fix LOD Dither Factor regression from bc36168318 on negative values
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2026-08-03 07:04:49 +02:00 |
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mafiesto4
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eb69dafb7c
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Add Loaded event to Asset in scripting
Refactor `Asset` events naming to match engine scheme
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2026-07-28 22:32:36 +02:00 |
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mafiesto4
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d0ab5c961e
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Merge remote-tracking branch 'origin/master' into 1.13
# Conflicts:
# Flax.flaxproj
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2026-07-21 17:18:33 +02:00 |
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mafiesto4
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a4bb293c3e
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Add Global SDF trace step scale for SSR reflections to handle SSR Quality
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2026-07-21 14:06:17 +02:00 |
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mafiesto4
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b6204ceb76
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Add DDGI reflections to transparent materials
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2026-07-21 13:25:09 +02:00 |
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mafiesto4
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8a5ff58b9e
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Add roughness-based filtering when sampling DDGI probes
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2026-07-21 11:29:24 +02:00 |
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mafiesto4
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078a45c4b7
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Add half-res DDGI reflections resolving to optimzie rendering on low-end devices
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2026-07-20 12:06:13 +02:00 |
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mafiesto4
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401bfbd52d
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Add new DDGI Reflections rendering mode for fully dynamic indirect specular
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2026-07-14 23:09:34 +02:00 |
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mafiesto4
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4c0a2e26cd
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Optimize dirty shadow bounds update for particles and foliage
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2026-07-13 17:38:59 +02:00 |
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mafiesto4
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7d387a11c7
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Simplify binding depth buffer as read-only
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2026-06-30 15:18:43 +02:00 |
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mafiesto4
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049e13202b
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Optimize DDGI indirect lighting resolving to use depth bounds test
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2026-06-27 00:57:54 +02:00 |
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mafiesto4
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7f403658df
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Add option to render DDGI indirect lighting in half-res with bilateral upscaling
Cuts irradiance resolving time in half at cost of some aliasing. Ideal for low-quality settings or when rendering at high native res.
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2026-06-27 00:44:20 +02:00 |
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mafiesto4
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1a2d86826d
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Minor DDGI changes
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2026-06-26 14:51:59 +02:00 |
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mafiesto4
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df2794c798
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Optimize rendering when using TAA to draw PostFX directly to backbuffer
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2026-06-25 23:04:23 +02:00 |
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mafiesto4
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a45dec5170
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Add Graphics.GI.Dump command for profiling DDGI/GlobalSDF
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2026-06-25 22:49:32 +02:00 |
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mafiesto4
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1385d5282f
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Add Graphics.Shadows.Dump command for profiling shadow mapping
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2026-06-25 19:02:35 +02:00 |
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mafiesto4
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5c5641efc2
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Add profile events for shadow map tiles operations
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2026-06-25 16:39:10 +02:00 |
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mafiesto4
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404cd450b3
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Fix compilation regressions on Clang
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2026-06-25 16:16:21 +02:00 |
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mafiesto4
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a3694203a2
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Optimize development-only shaders and rendering code to compile it out in Release game builds
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2026-06-25 11:21:13 +02:00 |
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mafiesto4
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3cd04b74b7
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Rename BRDF visibility functions prefix to V_ from Vis_
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2026-06-25 08:33:52 +02:00 |
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mafiesto4
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11a226952c
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Update graphics API
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2026-06-24 23:32:16 +02:00 |
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mafiesto4
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49b5a2e912
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Add Light Overlap debug view mode
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2026-06-24 23:26:38 +02:00 |
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mafiesto4
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dd71bc90f6
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Fix DDGI/SDF quality in editor view when moving static objects around
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2026-06-24 16:55:50 +02:00 |
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mafiesto4
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91268116b0
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Fix self-shadowing artifacts in DDGI on fast moving objects
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2026-06-24 16:54:43 +02:00 |
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mafiesto4
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7468c85ffb
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Add Global SDF dynamic chunks updates between full cascade updates to hide latency on fast moving objects
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2026-06-24 12:56:01 +02:00 |
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mafiesto4
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2486fecca5
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Add RealtimeSkybox mode to SkyLight for dynamic skylight
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2026-06-23 13:42:46 +02:00 |
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mafiesto4
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0477d37aeb
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Add IndirectShadowsStrength to GI settings for artist-controlled light leaking
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2026-06-23 12:33:11 +02:00 |
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mafiesto4
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4ac28b7d8a
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Add temporal dithering and more accurate blending for contact shadows
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2026-06-22 23:55:16 +02:00 |
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mafiesto4
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808af45191
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Fix various rendering elements when using upscaling
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2026-06-22 23:37:38 +02:00 |
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mafiesto4
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3db688e5fd
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Add GIProbesSpacing and GlobalSurfaceAtlasResolution to global Graphics for runtime editing
#4001
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2026-06-21 23:07:17 +02:00 |
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