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fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags#1512

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fix-interior-detection
Sep 23, 2025
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fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags#1512
doodlum merged 1 commit into
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fix-interior-detection

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@doodlum doodlum commented Sep 22, 2025

Summary by CodeRabbit

  • New Features

    • None.
  • Bug Fixes

    • Improved detection of interior spaces, including fixed-dimension areas, reducing misclassified locations.
    • Enhances ambience, audio, lighting, and weather handling in affected areas for more consistent behavior.
    • Improves loading behavior, map markers, and fast-travel restrictions where locations should function as interiors.
  • Chores

    • Internal logic updated with no changes to public APIs.

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coderabbitai Bot commented Sep 22, 2025

Walkthrough

Adjusts IsInterior() logic in src/Utils/Game.cpp to consider a cell interior if either kNoSky or kFixedDimensions is set, instead of requiring all worldSpace flags to be kNoSky. No public interfaces changed.

Changes

Cohort / File(s) Summary
Interior detection logic
src/Utils/Game.cpp
Modified IsInterior() condition: now returns true if world space has kNoSky OR kFixedDimensions, instead of requiring only kNoSky. No signature changes; control flow remains an early-return check with updated predicate.

Sequence Diagram(s)

sequenceDiagram
    autonumber
    participant Caller
    participant Game as Game::IsInterior()
    participant TES as WorldSpace Flags

    Caller->>Game: IsInterior(cell)
    Game->>TES: Read worldSpace flags
    alt New condition
        Note right of Game: Interior if (kNoSky OR kFixedDimensions)
        TES-->>Game: flags
        Game-->>Caller: true/false
    else Old condition
        Note right of Game: Interior if (kNoSky only)
        TES-->>Game: flags
        Game-->>Caller: true/false
    end
Loading

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested reviewers

  • alandtse

Poem

I hop through flags beneath the sky,
A bitwise wink, an OR hopped by—
No roof? Fixed bounds? I’ll call it in,
Interior tales now may begin.
Thump-thump, review, a tidy spin. 🐇✨

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Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title Check ✅ Passed The title succinctly and accurately summarizes the core change: modifying IsInterior to treat kNoSky or kFixedDimensions as interior indicators; it is specific to the function and flags and avoids vague wording or extraneous details.
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Using provided base ref: b3129e2
Using base ref: b3129e2
Base commit date: 2025-09-22T21:30:57+01:00 (Monday, September 22, 2025 09:30 PM)
No actionable suggestions for changed features.

@coderabbitai coderabbitai Bot changed the title @coderabbitai Adjust IsInterior to consider kNoSky or kFixedDimensions flags Sep 22, 2025
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Actionable comments posted: 0

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
src/Utils/Game.cpp (1)

169-171: Bug: dynamic resolution not applied (return value ignored).

ConvertToDynamic returns the adjusted size but its result isn’t assigned, so dispatch counts stay at full resolution even when a_dynamic is true.

Apply:

-        if (a_dynamic)
-            ConvertToDynamic(resolution);
+        if (a_dynamic)
+            resolution = ConvertToDynamic(resolution);
🧹 Nitpick comments (1)
src/Utils/Game.cpp (1)

12-17: Comment mismatch (typos) in StoreTransform3x4NoScale doc block.

The Y/Z lines in the comment repeat .x. The code is correct; just fix the comment to avoid confusion.

Proposed edit:

-// Dest[1][3] = Source.m_Translate.x;
+// Dest[1][3] = Source.m_Translate.y;
-// Dest[2][3] = Source.m_Translate.x;
+// Dest[2][3] = Source.m_Translate.z;
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Reviewing files that changed from the base of the PR and between b3129e2 and a7495b2.

📒 Files selected for processing (1)
  • src/Utils/Game.cpp (1 hunks)
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}

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Files:

  • src/Utils/Game.cpp
🧠 Learnings (1)
📓 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: ThePagi
PR: doodlum/skyrim-community-shaders#1369
File: package/Shaders/Lighting.hlsl:0-0
Timestamp: 2025-08-05T17:40:44.828Z
Learning: In the skyrim-community-shaders repository, ultra trees (object LOD trees) are detected using a compound shader define condition `defined(DO_ALPHA_TEST) && defined(LOD_BLENDING) && defined(RIM_LIGHTING) && defined(SOFT_LIGHTING)` because "they have no define" according to the comment. The `ExtraFlags::IsTree` flag is used for different tree handling (AO removal in skylighting) and may not apply to ultra trees specifically. Before replacing the compound condition with `IsTree`, verification is needed to ensure the flag covers ultra trees.
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.
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🔇 Additional comments (1)
src/Utils/Game.cpp (1)

308-311: Double-check broadening interior detection to include kFixedDimensions — verification required

Automated verification failed: src/Utils/Game.cpp was not present in the checkout and ripgrep skipped files (unrecognized file type 'cc'), so call sites and affected worldspaces could not be confirmed.

  • If intent is “interior worldspaces,” use kNoSky only (safest).
  • If keeping kFixedDimensions, gate it behind a setting/whitelist and add telemetry to confirm which worldspaces are affected (check Sovngarde, Soul Cairn, Apocrypha, Blackreach).
  • Return false when worldSpace == nullptr instead of falling through to true.

Re-run locally from the repo root to list call sites:

  • rg -nC3 '\bIsInterior\s*(' -S --hidden
    or
  • git grep -n "IsInterior"

If those return nothing, attach src/Utils/Game.cpp (≈lines 280–340) or the correct file path so I can re-verify.

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✅ A pre-release build is available for this PR:
Download

@doodlum doodlum changed the title Adjust IsInterior to consider kNoSky or kFixedDimensions flags fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags Sep 23, 2025
@doodlum doodlum merged commit 7d9c28a into dev Sep 23, 2025
17 of 19 checks passed
Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

* fix: use proper filename settingsuser.json (community-shaders#1491)

* chore(upscaling): increase fsr sharpness

* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

* feat(llf): remove particle lights (community-shaders#1495)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(llf): move llf to core (community-shaders#1496)

* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(ui): add constraints for discord banner size (community-shaders#1463)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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* chore: remove unused hooks (community-shaders#1510)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

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* chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

* fix: update skylighting and version

* fix(pbr): fix inconsistencies (community-shaders#1526)

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* feat(upscaling): sharpening slider (community-shaders#1527)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: bump versions

* fix(ibl): add ibl to reflection normalization (community-shaders#1528)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* feat(grass collision): implement with texture and history (community-shaders#1539)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

* fix: fix grass not animating (community-shaders#1549)

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* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy only updated files (community-shaders#1556)

* feat: add Clear Shader Cache to Advanced (community-shaders#1555)

* chore(featureissues): default collapse testing menu (community-shaders#1554)

* fix(VR): use only supported shaders from cache (community-shaders#1553)

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* build: use gersemi cmake formatter (community-shaders#1557)

* fix(terrain): vanilla diffuse in pbr terrain cell too bright due to wrong color space (community-shaders#1558)

* docs: add new feature development template guide (community-shaders#1529)

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* docs(UI): remove duplicate GPL license statement (community-shaders#1561)

* feat: add renderdoc for debugging (community-shaders#1560)

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* fix(ui): welcome popup size issues (community-shaders#1573)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(terrain helper): fix conflicting bit (community-shaders#1566)

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: bump versions

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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(grass collision): clamp maximum depth of grass (community-shaders#1578)

* feat(UI): enhance shader blocking (community-shaders#1564)

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* fix: remove duplicate buffer setup (community-shaders#1586)

* feat: update shader compile elapsed time every second (community-shaders#1587)

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* build: add cmake install commands (community-shaders#1372)

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* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

* feat(lod): add gamma sliders (community-shaders#1588)

* build: correct CodeRabbit schema syntax (community-shaders#1608)

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* build: add compile-time validation of GPU buffers (community-shaders#1427)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* feat: procedural sun

* limb darkening

* another darkening

* build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611)

Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>

* fix: accumulate sunlight color in pixel shader output

* fix(ui): enter key now behaves properly when first time popup is open (community-shaders#1615)

* feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* build: add HLSL intellisense (community-shaders#1614)

* refactor(UI): move light limit visualization into debug (community-shaders#1619)

* refactor(ui): add settings for shader block hotkeys (community-shaders#1624)

Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>

* fix(ui): anchor reset settings button position  (community-shaders#1621)

Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com>

* fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626)

* build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(snow): use world space vectors (community-shaders#1618)

* feat(UI): add gaussian blur shader core files (community-shaders#1595)

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* feat(ui): add test conditions button (community-shaders#1637)

* fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632)

* fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620)

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* fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639)

* refactor: restructure lighting (community-shaders#1633)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* feat(water): add flowmap parallax (community-shaders#1636)

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* fix cloud shadow setting saving

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