chore: trigger cpp validation#9
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Pull Request Overview
This PR is a chore to trigger C++ validation by removing the entire XSEPlugin.cpp file.
- Removed XSEPlugin.cpp, which contained plugin initialization and logging setup.
- The change may require updates in build configurations or dependency references.
Comments suppressed due to low confidence (1)
src/XSEPlugin.cpp:1
- Ensure that the removal of XSEPlugin.cpp is intentional and verify that any build or configuration references are updated accordingly.
Entire file removal
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✅ A pre-release build is available for this PR: |
Reintroduce Light Limit Fix contact shadows for clustered point lights, reversing the maintainability-driven removal in 347cb55. That removal cited no defect, and the shader call site was already commented out at the time of deletion, so this is reviving a dormant feature rather than introducing new behaviour. Adapted from the original implementation: - LightLimitFix::ContactShadows() raymarch helper restored verbatim - EnableContactShadows toggle re-added to LightLimitFix Settings and the SharedData::LightLimitFixSettings cbuffer - Shadows section restored in the LLF settings UI (session-only, matching the current LLF settings-persistence stance) - Wired into Lighting.hlsl as a multiplier on pointLightShadow, which the upstream DirectContext/EvaluateLighting refactor funnels into both the PBR and legacy paths uniformly VR jitter stabilization (concept from ParticleTroned's 8e615ea): - Hoist the contact-shadow noise sample out of the per-light loop and compute it once per pixel from (uv * eye-buffer dim) in VR or raw pixel position in flat. Using raw pixel coords in VR makes each eye sample a different noise pattern at the same world position, which reads as flicker on contact-shadow recipients. - New helpers LightLimitFix::GetContactShadowScreenDim() and GetContactShadowNoiseCoord() centralise the stereo-aware sampling. Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted cbuffer field, new user-facing toggle). Original contact-shadow implementation by jiayev (merged via #9 prior to the 347cb55 removal). VR jitter analysis and fix from ParticleTroned's fork. Co-Authored-By: jiayev <jiayev1@gmail.com> Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
Reintroduce Light Limit Fix contact shadows for clustered point lights, reversing the maintainability-driven removal in 347cb55. That removal cited no defect, and the shader call site was already commented out at the time of deletion, so this is reviving a dormant feature rather than introducing new behaviour. Adapted from the original implementation: - LightLimitFix::ContactShadows() raymarch helper restored verbatim - EnableContactShadows toggle re-added to LightLimitFix Settings and the SharedData::LightLimitFixSettings cbuffer - Shadows section restored in the LLF settings UI (session-only, matching the current LLF settings-persistence stance) - Wired into Lighting.hlsl as a multiplier on pointLightShadow, which the upstream DirectContext/EvaluateLighting refactor funnels into both the PBR and legacy paths uniformly VR jitter stabilization (concept from ParticleTroned's 8e615ea): - Hoist the contact-shadow noise sample out of the per-light loop and compute it once per pixel from (uv * eye-buffer dim) in VR or raw pixel position in flat. Using raw pixel coords in VR makes each eye sample a different noise pattern at the same world position, which reads as flicker on contact-shadow recipients. - New helpers LightLimitFix::GetContactShadowScreenDim() and GetContactShadowNoiseCoord() centralise the stereo-aware sampling. Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted cbuffer field, new user-facing toggle). Original contact-shadow implementation by jiayev (merged via #9 prior to the 347cb55 removal). VR jitter analysis and fix from ParticleTroned's fork. Co-Authored-By: jiayev <jiayev1@gmail.com> Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
Reintroduce Light Limit Fix contact shadows for clustered point lights, reversing the maintainability-driven removal in 347cb55. That removal cited no defect, and the shader call site was already commented out at the time of deletion, so this is reviving a dormant feature rather than introducing new behaviour. Adapted from the original implementation: - LightLimitFix::ContactShadows() raymarch helper restored verbatim - EnableContactShadows toggle re-added to LightLimitFix Settings and the SharedData::LightLimitFixSettings cbuffer - Shadows section restored in the LLF settings UI (session-only, matching the current LLF settings-persistence stance) - Wired into Lighting.hlsl as a multiplier on pointLightShadow, which the upstream DirectContext/EvaluateLighting refactor funnels into both the PBR and legacy paths uniformly VR jitter stabilization (concept from ParticleTroned's 8e615ea): - Hoist the contact-shadow noise sample out of the per-light loop and compute it once per pixel from (uv * eye-buffer dim) in VR or raw pixel position in flat. Using raw pixel coords in VR makes each eye sample a different noise pattern at the same world position, which reads as flicker on contact-shadow recipients. - New helpers LightLimitFix::GetContactShadowScreenDim() and GetContactShadowNoiseCoord() centralise the stereo-aware sampling. Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted cbuffer field, new user-facing toggle). Original contact-shadow implementation by jiayev (merged via #9 prior to the 347cb55 removal). VR jitter analysis and fix from ParticleTroned's fork. Co-Authored-By: jiayev <jiayev1@gmail.com> Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
Reintroduce Light Limit Fix contact shadows for clustered point lights, reversing the maintainability-driven removal in 347cb55. That removal cited no defect, and the shader call site was already commented out at the time of deletion, so this is reviving a dormant feature rather than introducing new behaviour. Adapted from the original implementation: - LightLimitFix::ContactShadows() raymarch helper restored verbatim - EnableContactShadows toggle re-added to LightLimitFix Settings and the SharedData::LightLimitFixSettings cbuffer - Shadows section restored in the LLF settings UI (session-only, matching the current LLF settings-persistence stance) - Wired into Lighting.hlsl as a multiplier on pointLightShadow, which the upstream DirectContext/EvaluateLighting refactor funnels into both the PBR and legacy paths uniformly VR jitter stabilization (concept from ParticleTroned's 8e615ea): - Hoist the contact-shadow noise sample out of the per-light loop and compute it once per pixel from (uv * eye-buffer dim) in VR or raw pixel position in flat. Using raw pixel coords in VR makes each eye sample a different noise pattern at the same world position, which reads as flicker on contact-shadow recipients. - New helpers LightLimitFix::GetContactShadowScreenDim() and GetContactShadowNoiseCoord() centralise the stereo-aware sampling. Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted cbuffer field, new user-facing toggle). Original contact-shadow implementation by jiayev (merged via #9 prior to the 347cb55 removal). VR jitter analysis and fix from ParticleTroned's fork. Co-Authored-By: jiayev <jiayev1@gmail.com> Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
Reintroduce Light Limit Fix contact shadows for clustered point lights, reversing the maintainability-driven removal in 347cb55. That removal cited no defect, and the shader call site was already commented out at the time of deletion, so this is reviving a dormant feature rather than introducing new behaviour. Adapted from the original implementation: - LightLimitFix::ContactShadows() raymarch helper restored verbatim - EnableContactShadows toggle re-added to LightLimitFix Settings and the SharedData::LightLimitFixSettings cbuffer - Shadows section restored in the LLF settings UI (session-only, matching the current LLF settings-persistence stance) - Wired into Lighting.hlsl as a multiplier on pointLightShadow, which the upstream DirectContext/EvaluateLighting refactor funnels into both the PBR and legacy paths uniformly VR jitter stabilization (concept from ParticleTroned's 8e615ea): - Hoist the contact-shadow noise sample out of the per-light loop and compute it once per pixel from (uv * eye-buffer dim) in VR or raw pixel position in flat. Using raw pixel coords in VR makes each eye sample a different noise pattern at the same world position, which reads as flicker on contact-shadow recipients. - New helpers LightLimitFix::GetContactShadowScreenDim() and GetContactShadowNoiseCoord() centralise the stereo-aware sampling. Bumps Light Limit Fix feature version to 3-1-0 (minor: new persisted cbuffer field, new user-facing toggle). Original contact-shadow implementation by jiayev (merged via #9 prior to the 347cb55 removal). VR jitter analysis and fix from ParticleTroned's fork. Co-Authored-By: jiayev <jiayev1@gmail.com> Co-Authored-By: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com>
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