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fix: fix flickering character lighting#1318

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doodlum merged 2 commits into
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character-light-fix-2
Jul 27, 2025
Merged

fix: fix flickering character lighting#1318
doodlum merged 2 commits into
devfrom
character-light-fix-2

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@doodlum doodlum commented Jul 27, 2025

Summary by CodeRabbit

  • Chores
    • Updated the project version to 1.3.1.
    • Incremented the shader cache version to improve cache management.

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coderabbitai Bot commented Jul 27, 2025

Walkthrough

The project version in the CMake configuration was incremented from 1.3.0 to 1.3.1. Additionally, the shader cache version constant in the header file was updated from {0, 0, 0, 32} to {0, 0, 0, 33}. No other changes were made.

Changes

File(s) Change Summary
CMakeLists.txt Updated project version from 1.3.0 to 1.3.1
src/ShaderCache.h Incremented SHADER_CACHE_VERSION from 32 to 33

Estimated code review effort

🎯 1 (Trivial) | ⏱️ ~2 minutes

Poem

A hop, a skip, a version bump,
From thirty-two to thirty-three we jump!
The cache is fresh, the build anew,
1.3.1 now shines for you.
With tiny tweaks, this patch is done—
Time for carrots, code, and fun! 🥕

Note

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Learn more here, or try it out under "Finishing Touches" below.


📜 Recent review details

Configuration used: .coderabbit.yaml
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between d393290 and d8a8074.

⛔ Files ignored due to path filters (1)
  • package/Shaders/Lighting.hlsl is excluded by !**/*.hlsl
📒 Files selected for processing (2)
  • CMakeLists.txt (1 hunks)
  • src/ShaderCache.h (1 hunks)
🧰 Additional context used
🧠 Learnings (3)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.
CMakeLists.txt (5)

Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.

Learnt from: alandtse
PR: #577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
Timestamp: 2025-06-17T05:40:22.785Z
Learning: Default parameter values are supported in the HLSL compiler used by the skyrim-community-shaders project, contrary to standard HLSL (FXC/DXC) limitations.

Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.

Learnt from: alandtse
PR: #577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use uint type instead of bool for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.

Learnt from: alandtse
PR: #577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use uint type instead of bool for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.

src/ShaderCache.h (4)

Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.

Learnt from: alandtse
PR: #577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use uint type instead of bool for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.

Learnt from: alandtse
PR: #577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use uint type instead of bool for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.

Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.

🔇 Additional comments (2)
src/ShaderCache.h (1)

6-6: Shader cache version bump acknowledged

Incrementing SHADER_CACHE_VERSION to {0, 0, 0, 33} will correctly invalidate stale caches after the lighting-fix changes. No issues spotted.

CMakeLists.txt (1)

5-5: Project version updated to 1.3.1

The CMake project version now aligns with the shader-cache bump. Looks good.

✨ Finishing Touches
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🧪 Generate unit tests
  • Create PR with unit tests
  • Post copyable unit tests in a comment
  • Commit unit tests in branch character-light-fix-2

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Using provided base ref: d393290
Using base ref: d393290
Base commit date: 2025-07-27T11:51:30+01:00 (Sunday, July 27, 2025 11:51 AM)
No actionable suggestions for changed features.

@doodlum doodlum merged commit 6f18aee into dev Jul 27, 2025
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