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fix(grass collision): validate actor #1905

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doodlum merged 2 commits into
community-shaders:devfrom
Dawntic:fix-grass-collision-badactor
Feb 19, 2026
Merged

fix(grass collision): validate actor #1905
doodlum merged 2 commits into
community-shaders:devfrom
Dawntic:fix-grass-collision-badactor

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@Dawntic
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@Dawntic Dawntic commented Feb 18, 2026

Adds smart pointers and 3D loaded checks to grass coll. Fixes #1746

Summary by CodeRabbit

  • Refactor
    • Improved grass collision handling for greater stability and reliability.
    • Reduced risk of crashes and glitches when interacting with grass and nearby actors.
    • Smoother collision behavior and modest performance improvements during actor updates.

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github-actions Bot commented Feb 18, 2026

Using provided base ref: 27eb9e9
Using base ref: 27eb9e9
Base commit date: 2026-02-18T09:49:12-08:00 (Wednesday, February 18, 2026 09:49 AM)
No actionable suggestions for changed features.

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github-actions Bot commented Feb 18, 2026

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

@Dawntic Dawntic force-pushed the fix-grass-collision-badactor branch from 0508ed4 to 0257ef9 Compare February 18, 2026 22:31
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coderabbitai Bot commented Feb 18, 2026

📝 Walkthrough

Walkthrough

Replaced raw RE::Actor* usage with RE::ActorPtr in GrassCollision actor collection and processing; only push non-null, 3D-loaded actor pointers, insert player via its handle, updated sorting comparator and iteration to use RE::ActorPtr. (34 words)

Changes

Cohort / File(s) Summary
Actor Pointer Type Safety
src/Features/GrassCollision.cpp
Changed actorList from eastl::vector<RE::Actor*> to eastl::vector<RE::ActorPtr>. When collecting actors, push only non-null ActorPtr that pass Is3DLoaded(); player insertion uses player->GetHandle().get(); sort comparator and loops updated to operate on RE::ActorPtr and iterate by const auto&.

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~20 minutes

Possibly related PRs

Suggested reviewers

  • alandtse
  • davo0411
  • doodlum

Poem

🐰
I hopped through code with careful paws,
Wrapped actors safe from dangling jaws.
Handles snug and checks in place,
No more crashes in that grassy space.
🌿

🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title 'fix(grass collision): validate actor' clearly describes the main change: adding validation to actor handling in the grass collision feature to fix the CTD issue.
Linked Issues check ✅ Passed The PR successfully addresses issue #1746 by replacing raw actor pointers with smart pointers (RE::ActorPtr), adding 3D loaded checks, and validating actors before use to prevent dereferencing invalid pointers.
Out of Scope Changes check ✅ Passed All changes are directly scoped to fixing the GrassCollision crash: smart pointer conversion, actor validation, and comparator updates. No unrelated modifications are present.

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Actionable comments posted: 1

🧹 Nitpick comments (3)
src/Features/GrassCollision.cpp (3)

48-52: Sort comparator takes ActorPtr by value — unnecessary ref-count overhead

Each comparison call copies two BSTSmartPointer instances, incrementing and decrementing the reference count O(N log N) times. Use const RE::ActorPtr& instead.

While fixing the player insertion (see comment above) eliminates null entries, adding a null guard in the comparator is cheap defensive coding that prevents the original crash class from reoccurring if any future code path pushes a null entry.

♻️ Proposed fix
-	std::sort(actorList.begin(), actorList.end(), [&cameraPosition](RE::ActorPtr a, RE::ActorPtr b) {
-		float distA = cameraPosition.GetSquaredDistance(a->GetPosition());
-		float distB = cameraPosition.GetSquaredDistance(b->GetPosition());
+	std::sort(actorList.begin(), actorList.end(), [&cameraPosition](const RE::ActorPtr& a, const RE::ActorPtr& b) {
+		float distA = a ? cameraPosition.GetSquaredDistance(a->GetPosition()) : FLT_MAX;
+		float distB = b ? cameraPosition.GetSquaredDistance(b->GetPosition()) : FLT_MAX;
		return distA < distB;
	});
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` around lines 48 - 52, The sort comparator
for actorList currently takes RE::ActorPtr by value causing excessive
ref-counting and lacks null guards; change the lambda signature to take
parameters as const RE::ActorPtr& (e.g., [&cameraPosition](const RE::ActorPtr&
a, const RE::ActorPtr& b) { ... }) and add cheap defensive null checks (if a or
b is null, define a stable ordering, e.g., treat null as farther) before calling
GetPosition/ GetSquaredDistance so the comparator never dereferences a null
pointer.

35-35: Redundant double null check on actorPtr

RE::BSTSmartPointer::operator bool() checks _ptr != nullptr, and get() returns that same _ptr. So actorPtr && actorPtr.get() tests the same condition twice; the second check adds no safety.

♻️ Proposed simplification
-				if (actorPtr && actorPtr.get() && actorPtr.get()->Is3DLoaded()) {
+				if (actorPtr && actorPtr->Is3DLoaded()) {
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` at line 35, The condition performs a
redundant null check by testing both actorPtr (which uses
RE::BSTSmartPointer::operator bool()) and actorPtr.get(); remove the duplicate
by keeping a single pointer truthiness check and then call Is3DLoaded() via the
smart pointer; replace the if condition `if (actorPtr && actorPtr.get() &&
actorPtr.get()->Is3DLoaded())` with a single check such as `if (actorPtr &&
actorPtr->Is3DLoaded())` (or `if (actorPtr && actorPtr.get()->Is3DLoaded())`) to
avoid duplicated null testing on actorPtr while preserving the Is3DLoaded()
call.

1-1: Add a closing keyword for issue #1746 to the PR description

The PR description references issue #1746 but does not include a GitHub auto-close keyword. Per project convention, add one of the following to the PR body so the issue is automatically closed on merge:

Fixes `#1746`

As per coding guidelines: "Suggest adding appropriate GitHub keywords: 'Fixes #123' or 'Closes #123' for bug fixes."

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` at line 1, The PR description currently
references issue `#1746` but lacks a GitHub auto-close keyword; update the PR body
to include a closing keyword such as "Fixes `#1746`" (or "Closes `#1746`") so the
issue will be closed automatically when this PR is merged—edit the PR
description field and add that exact phrase to the top or bottom of the PR body.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/Features/GrassCollision.cpp`:
- Around line 42-43: The player singleton is called twice and a null ActorPtr
from GetHandle().get() can be pushed into actorList and later dereferenced in
the sort comparator; fix by reusing the local player variable (from auto player
= RE::PlayerCharacter::GetSingleton()), check player->Is3DLoaded() like the NPC
path, retrieve the handle once into a local auto actor =
player->GetHandle().get(), null-check actor before pushing into actorList, and
only push if actor is non-null; this prevents null pointers reaching the
std::sort comparator.

---

Nitpick comments:
In `@src/Features/GrassCollision.cpp`:
- Around line 48-52: The sort comparator for actorList currently takes
RE::ActorPtr by value causing excessive ref-counting and lacks null guards;
change the lambda signature to take parameters as const RE::ActorPtr& (e.g.,
[&cameraPosition](const RE::ActorPtr& a, const RE::ActorPtr& b) { ... }) and add
cheap defensive null checks (if a or b is null, define a stable ordering, e.g.,
treat null as farther) before calling GetPosition/ GetSquaredDistance so the
comparator never dereferences a null pointer.
- Line 35: The condition performs a redundant null check by testing both
actorPtr (which uses RE::BSTSmartPointer::operator bool()) and actorPtr.get();
remove the duplicate by keeping a single pointer truthiness check and then call
Is3DLoaded() via the smart pointer; replace the if condition `if (actorPtr &&
actorPtr.get() && actorPtr.get()->Is3DLoaded())` with a single check such as `if
(actorPtr && actorPtr->Is3DLoaded())` (or `if (actorPtr &&
actorPtr.get()->Is3DLoaded())`) to avoid duplicated null testing on actorPtr
while preserving the Is3DLoaded() call.
- Line 1: The PR description currently references issue `#1746` but lacks a GitHub
auto-close keyword; update the PR body to include a closing keyword such as
"Fixes `#1746`" (or "Closes `#1746`") so the issue will be closed automatically when
this PR is merged—edit the PR description field and add that exact phrase to the
top or bottom of the PR body.

Comment thread src/Features/GrassCollision.cpp Outdated
@Dawntic Dawntic force-pushed the fix-grass-collision-badactor branch from 0257ef9 to 3356a25 Compare February 19, 2026 00:25
@Dawntic Dawntic force-pushed the fix-grass-collision-badactor branch from 3356a25 to e6d3e61 Compare February 19, 2026 00:27
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🧹 Nitpick comments (3)
src/Features/GrassCollision.cpp (3)

48-52: Sort comparator takes RE::ActorPtr by value — unnecessary ref-count churn

RE::ActorPtr (NiPointer<RE::Actor>) is a ref-counted smart pointer. Passing by value inside the comparator bumps and releases the ref-count on every comparison call, yielding O(N log N) unnecessary atomic operations. Use const RE::ActorPtr& instead.

♻️ Proposed fix
-	std::sort(actorList.begin(), actorList.end(), [&cameraPosition](RE::ActorPtr a, RE::ActorPtr b) {
+	std::sort(actorList.begin(), actorList.end(), [&cameraPosition](const RE::ActorPtr& a, const RE::ActorPtr& b) {
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` around lines 48 - 52, The comparator for
std::sort is taking RE::ActorPtr (NiPointer<RE::Actor>) by value causing
unnecessary ref-count increments; update the lambda parameters in the actorList
sort to take const RE::ActorPtr& (e.g., [&cameraPosition](const RE::ActorPtr& a,
const RE::ActorPtr& b)) so comparisons use references and avoid atomic
bump/release overhead while leaving cameraPosition and the body logic unchanged.

35-36: Redundant double null-check on ActorPtr

NiPointer<T>::operator bool() already checks the underlying raw pointer, so actorPtr.get() in the compound condition is redundant — actorPtr && actorPtr.get() reduces to actorPtr.

♻️ Proposed simplification
-			if (actorPtr && actorPtr.get() && actorPtr.get()->Is3DLoaded()) {
+			if (actorPtr && actorPtr->Is3DLoaded()) {
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` around lines 35 - 36, The condition is doing
a redundant double null-check on the NiPointer (actorPtr && actorPtr.get());
update the guard in the block using the pointer's existing boolean operator and
member access instead: only check actorPtr and then call Is3DLoaded via the
smart pointer (so the compound actorPtr.get() check is removed) before pushing
into actorList (affects the if that leads to actorList.push_back(actorPtr) and
uses actorPtr->Is3DLoaded()).

1-1: Conventional commit scope should not contain a space

The PR title fix(grass collision): validate actor uses a space in the scope. Per conventional commits convention, scopes are typically hyphenated: fix(grass-collision): validate actor. As per coding guidelines, the format should follow https://www.conventionalcommits.org/.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` at line 1, The PR's conventional commit
scope contains a space; rename the scope from "grass collision" to a hyphenated
form "grass-collision" in the commit title (i.e., change "fix(grass collision):
validate actor" to "fix(grass-collision): validate actor"). Fix this by amending
the commit or interactive rebasing (e.g., git commit --amend or git rebase -i)
to update the commit message, then force-push the branch; ensure any related
release notes or changelog entries use the same hyphenated scope.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Duplicate comments:
In `@src/Features/GrassCollision.cpp`:
- Around line 42-43: The player actor handle from player->GetHandle().get() can
be null or not 3D-loaded and must be filtered before being inserted into
actorList and before calling std::sort (the comparator dereferences actors via
a->GetPosition()); update the code that currently does
actorList.push_back(player->GetHandle().get()) to check the returned ActorPtr is
non-null and that the actor->Is3DLoaded() returns true (or otherwise resolve the
handle) before pushing into actorList so only valid, 3D-loaded actors reach the
sort comparator in GrassCollision.cpp; ensure the same null/Is3DLoaded guard is
applied for other actors inserted into actorList so the later loop check at
Is3DLoaded() is not the sole defense.

---

Nitpick comments:
In `@src/Features/GrassCollision.cpp`:
- Around line 48-52: The comparator for std::sort is taking RE::ActorPtr
(NiPointer<RE::Actor>) by value causing unnecessary ref-count increments; update
the lambda parameters in the actorList sort to take const RE::ActorPtr& (e.g.,
[&cameraPosition](const RE::ActorPtr& a, const RE::ActorPtr& b)) so comparisons
use references and avoid atomic bump/release overhead while leaving
cameraPosition and the body logic unchanged.
- Around line 35-36: The condition is doing a redundant double null-check on the
NiPointer (actorPtr && actorPtr.get()); update the guard in the block using the
pointer's existing boolean operator and member access instead: only check
actorPtr and then call Is3DLoaded via the smart pointer (so the compound
actorPtr.get() check is removed) before pushing into actorList (affects the if
that leads to actorList.push_back(actorPtr) and uses actorPtr->Is3DLoaded()).
- Line 1: The PR's conventional commit scope contains a space; rename the scope
from "grass collision" to a hyphenated form "grass-collision" in the commit
title (i.e., change "fix(grass collision): validate actor" to
"fix(grass-collision): validate actor"). Fix this by amending the commit or
interactive rebasing (e.g., git commit --amend or git rebase -i) to update the
commit message, then force-push the branch; ensure any related release notes or
changelog entries use the same hyphenated scope.

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🧹 Nitpick comments (1)
src/Features/GrassCollision.cpp (1)

48-52: Sort comparator captures RE::ActorPtr by value — prefer const RE::ActorPtr&

Each comparison invocation copies two smart pointers, incurring reference-count increments and decrements O(n log n) times. Capturing by const RE::ActorPtr& eliminates this overhead entirely.

♻️ Proposed refactor
-	std::sort(actorList.begin(), actorList.end(), [&cameraPosition](RE::ActorPtr a, RE::ActorPtr b) {
+	std::sort(actorList.begin(), actorList.end(), [&cameraPosition](const RE::ActorPtr& a, const RE::ActorPtr& b) {
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/GrassCollision.cpp` around lines 48 - 52, The lambda comparator
used in std::sort over actorList currently captures parameters by value
(RE::ActorPtr a, RE::ActorPtr b), causing needless smart-pointer copy/ref-count
churn; change the comparator signature to take const RE::ActorPtr& (e.g., const
RE::ActorPtr& a, const RE::ActorPtr& b) while still using cameraPosition inside
the lambda to avoid copies and preserve behavior in the sort call that uses
actorList and cameraPosition.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Duplicate comments:
In `@src/Features/GrassCollision.cpp`:
- Around line 42-43: The player ActorPtr is pushed unconditionally and can be
null/unresolved, causing the std::sort comparator to dereference it (via
GetPosition()) and crash; update the player path in the block using
RE::PlayerCharacter::GetSingleton() so it mirrors the NPC path: obtain the
ActorPtr from player->GetHandle().get(), check that the pointer is non-null and
3D-loaded (same predicate used for NPCs, e.g., check Get3D() / Is3DLoaded or the
exact guard used near line 63) before pushing into actorList, ensuring only
valid actors reach the sort/comparator.

---

Nitpick comments:
In `@src/Features/GrassCollision.cpp`:
- Around line 48-52: The lambda comparator used in std::sort over actorList
currently captures parameters by value (RE::ActorPtr a, RE::ActorPtr b), causing
needless smart-pointer copy/ref-count churn; change the comparator signature to
take const RE::ActorPtr& (e.g., const RE::ActorPtr& a, const RE::ActorPtr& b)
while still using cameraPosition inside the lambda to avoid copies and preserve
behavior in the sort call that uses actorList and cameraPosition.

@doodlum doodlum merged commit eb72738 into community-shaders:dev Feb 19, 2026
14 checks passed
davo0411 added a commit to davo0411/skyrim-community-shaders that referenced this pull request Mar 28, 2026
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Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: sync grass lighting defaults to match ENB (community-shaders#1844)

* fix: stop shader compilation on game exit (community-shaders#1867)

closes community-shaders#1130

* fix(weather editor): prevent inputs when editor is open (community-shaders#1872)

* fix(weather editor): add ctd guards (community-shaders#1864)

* feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(vr): add OpenComposite menu support (community-shaders#1880)

* revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881)

* revert: "fix: stop shader compilation on game exit" (community-shaders#1882)

* feat(vr): add OpenComposite menu support (community-shaders#1883)

* feat(weather editor): add time controls (community-shaders#1877)

* feat: add shadowmap rasterizer override (community-shaders#1690)

* fix(weather editor): clear feature overrides with revert (community-shaders#1884)

* feat(UI): Interior Only (community-shaders#1854)

* fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888)

* fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890)

* refactor: clarify core feature version mismatch text (community-shaders#1886)

* fix: stop shader compilation on game exit (community-shaders#1885)

* build: exclude hlsl tests from packaging (community-shaders#1894)

* chore: disable feature constraints in dev mode (community-shaders#1893)

* fix(vr): improve stereo UV handling (community-shaders#1899)

* fix(weather editor): move esc key to native input system (community-shaders#1897)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906)

* fix(grass collision): validate actor  (community-shaders#1905)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(terrain shadows): height map regression (community-shaders#1911)

* fix: util vertical fov math (community-shaders#1904)

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* test: add float4 overload test (community-shaders#1902)

* refactor: move all features to globals::game::calendar (community-shaders#1909)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* fix(UI): resolution based font (community-shaders#1907)

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

* feat(weather editor): make objects window be independently scrollable (community-shaders#1908)

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

* feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898)

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

* feat(weather editor): add filled star for favourites. (community-shaders#1913)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): add delete json button to objects window (community-shaders#1914)

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

* fix(VR): resolution-based font (community-shaders#1923)

* refactor: use depthbuffer helper (community-shaders#1925)

* refactor: move TurboColormap into Color.hlsli (community-shaders#1924)

* fix(weather editor): expand clickable area of feature override (community-shaders#1921)

* feat(weather editor): enable snapping to viewport (community-shaders#1917)

* feat(weather editor): highlight enabled cloud layers (community-shaders#1916)

* fix(VR): SSGI discrepancies (community-shaders#1926)

* feat: volumetric shadows (community-shaders#1874)

* ci: enhance feature version audit (community-shaders#1927)

* feat(weather editor): add filter options for objects window (community-shaders#1922)

* feat(weather editor): sticky headers and scrollable content (community-shaders#1930)

* fix(UI): ImGui scaling for borderless mode (community-shaders#1929)

* ci: don't fail on feature audits (community-shaders#1934)

* fix(pbr): use scrap heap allocation (community-shaders#1928)

* chore(UI): add subsurface scattering to Interior Only (community-shaders#1932)

* fix(weather editor): align highlights, fix tooltip (community-shaders#1918)

* fix(ssgi): guard VR only compilation (community-shaders#1938)

* build: update template to avoid extra directory (community-shaders#1812)

* style: fix hlsl formatting (community-shaders#1939)

* fix(UI): improve theme management UI flow (community-shaders#1933)

closes community-shaders#1919

* build(deps): update pre-commit hooks (community-shaders#1768)

* feat(UI): delete theme button (community-shaders#1940)

* feat(UI): open log file button (community-shaders#1942)

* fix(hair): marschner volumetric shadow tint (community-shaders#1944)

* fix(VR): screen space shadows desync (community-shaders#1946)

closes community-shaders#1840

* fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858)

* feat(VR): add edge detection for stereo blending (community-shaders#1948)

* refactor: allocate trampoline once (community-shaders#1951)

* fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957)

* fix(weather editor): guard against loadorder changes (community-shaders#1953)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: davo0411 <davidkehoe0411@outlook.com>

* fix(UI): feature description text wrapping (community-shaders#1960)

* fix(VR): exponential height fog stereo mismatch (community-shaders#1961)

* chore: pbr consistency changes (community-shaders#1841)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* fix(skylighting): remove PBR lighting scale (community-shaders#1963)

* fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965)

* ci: fix wiki deletion with buffer update (community-shaders#1967)

* feat(weather-editor): option to hide viewport (community-shaders#1970)

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

* test(shader): fallback to warp on invalidarg (community-shaders#1956)

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

* feat: triplanar projected materials (community-shaders#1950)

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

* fix(ao): better ao calculations (community-shaders#1968)

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

* fix(pbr): fix improper kD terms (community-shaders#1971)

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

* perf(emat): tweak fade and shadow intensity (community-shaders#1892)

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

* feat(ibl): revamp ibl and dalc sh (community-shaders#1947)

* build: bump commonlib to 4.7.1 (community-shaders#1977)

* fix: upscaling monitor detection fixes (community-shaders#1978)

* fix(weather editor): prevent overrides resetting settings (community-shaders#1980)

* fix(VR): bad llf offset (community-shaders#1984)

* perf: cache frequent ui checks (community-shaders#1985)

* fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986)

Co-authored-by: jturnley <jturnley@users.noreply.github.com>

* fix(UI): first-time dialog fade affects all overlays (community-shaders#1976)

* fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966)

* refactor(HLSL): standardize epsilon constants (community-shaders#1992)

closes community-shaders#1227

* feat(UI): require Shift to dock windows (community-shaders#1989)

* fix(UI): input spam after alt-tab (community-shaders#1993)

* fix(sky sync): early return for invalid cells (community-shaders#1991)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* fix(sky sync): remove undeclared variable (community-shaders#1994)

* refactor(pbr): clear up semantics (community-shaders#1995)

* fix(UI): scale layout values for high-DPI (community-shaders#1987)

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

* fix(water): hdr water taa blend (community-shaders#1988)

* refactor(color): clarify gamma conversion functions (community-shaders#1996)

* feat(ISL-editor): add light counters and fix filtering (community-shaders#1997)

* fix(UI): DPI-aware window layouts (community-shaders#2000)

* fix(weather-editor): save color palette window (community-shaders#2001)

* refactor: centralize feature category names (community-shaders#2007)

closes community-shaders#1265

Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
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* chore: bump versions (community-shaders#2010)

* fix(water): sample history mask from current mask (community-shaders#2011)

* chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather-editor): add free camera and play mode (community-shaders#2008)

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

* build: bump versions and reduce false positives (community-shaders#2013)

* fix(VR): LLF cluster building and culling (community-shaders#2012)

* build: update to VS 2026 (community-shaders#1990)

* ci: fix preset in vs2022 mode (community-shaders#2015)

* ci: remove v2022 from shader jobs (community-shaders#2016)

* feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958)

* fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998)

---------

Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com>
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davo0411 added a commit to davo0411/skyrim-community-shaders that referenced this pull request Mar 29, 2026
* fix(weather overrides): ensure json format for features (community-shaders#1748)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* perf(terrain blending): tweak defaults (community-shaders#1771)

* fix(lighting): vanilla envcolor mult the correct value (community-shaders#1775)

* fix(water): remove final colour saturate (community-shaders#1778)

* fix(unified-water): LOD water cache mismatch (community-shaders#1779)

* fix(weather editor): override desync with weather transitions (community-shaders#1782)

* fix(weather editor): no-override weather file deletion (community-shaders#1777)

* fix(weather editor): apply weather settings post-load (community-shaders#1776)

* fix(weather editor): handling of weathers without overrides (community-shaders#1773)

* feat(UI): feature headings (community-shaders#1786)

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

* feat(VR): add wand pointing (community-shaders#1790)

* chore(UI): theme consistency (community-shaders#1787)

* fix(upscaling): warn about max nvidia resolution (community-shaders#1795)

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* chore(linear lighting): UI settings changes (community-shaders#1785)

Co-authored-by: Jiaye <l936249247@hotmail.com>

* fix(grass-lighting) better basic grass brightness default (community-shaders#1780)

* chore(UI): remove settings and about tabs (community-shaders#1794)

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

* fix(terrain shadows): fix compiler warnings (community-shaders#1798)

* fix: fix flickering particles (community-shaders#1791)

* fix(terrain blending): disable vr support (community-shaders#1799)

* refactor(upscaling): standardize behavior and tune settings (community-shaders#1783)

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

* feat(UI): add auto-hide featurelist option (community-shaders#1793)

* fix: match grass brightness of vanilla (community-shaders#1801)

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

* refactor(perfoverlay): remove color from "Other" and "Total" (community-shaders#1806)

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

* fix(unified water): fix for mesh water jitter (community-shaders#1809)

* fix: clear shader cache on plugin version change (community-shaders#1739)

* feat(filewatcher): add hlsli tracking (community-shaders#1796)

* feat(linear lighting): add ambient multiplier (community-shaders#1805)

* fix(unified-water): underwater fog flicker (community-shaders#1807)

* fix(UI): conflicting esc key on welcome hotkey dialogue (community-shaders#1811)

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

* chore(UI): add subtext font to tooltips (community-shaders#1810)

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

* build: bump streamline to 2.10.3 (community-shaders#1813)

* build: resolve shader warnings (community-shaders#1818)

* feat(ui): add combo hotkey support (community-shaders#1808)

* feat: add feature constraints (community-shaders#1804)

* build: update version to 1.4.8 (community-shaders#1802)

* fix(VR): apply per eye upscaling (community-shaders#1819)

- Split upscaling across each eye for correctness and to avoid DLSS failing over 8k x 8k limit
- Changes HMD mask color to black to hide artifacts with fast movement

* build: bump common lib to 4.2.0 (community-shaders#1821)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(grass collision): catch trashed actor pointers (community-shaders#1765)

* fix(weather editor): desynced override transitions (community-shaders#1820)

* fix(upscaling): fix preset and allocation handling (community-shaders#1824)

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

* build: remove linear lighting from core whilst in development (community-shaders#1826)

* chore: bump version to 1.4.9 (community-shaders#1827)

* fix: add back LLF core file and remove LL core file (community-shaders#1828)

* fix: dont save shader debug toggles (community-shaders#1831)

* fix: remove IBL from core, unfinished (community-shaders#1830)

* chore: update version to 1.4.10 (community-shaders#1832)

* chore(dynamic cubemaps): lessen normalisation darkening (community-shaders#1833)

* chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)

* revert: "fix: dont save shader debug toggles (community-shaders#1831)"

This reverts commit f55f195.

* revert: "chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)"

This reverts commit b3db5a7.

* fix: default enabledClasses true

* build: bump version

* feat(upscaling): custom DLSS preset (community-shaders#1837)

* fix(weather editor): sync UI for full transition (community-shaders#1822)

* fix(linearlighting): return correct buffer when ll feature off (community-shaders#1838)

* fix(PBR): skip IrradianceToLinear on specular in vanilla (community-shaders#1839)

* feat(weather editor): adjust slider ranges (community-shaders#1847)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): replace volumetric Lighting RGB sliders with color picker (community-shaders#1846)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix(grass collision): collision radius math  (community-shaders#1849)

* chore: move new feature information into docs (community-shaders#1848)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(ui): background blur with upscaling (community-shaders#1815)

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

* refactor: move some features to core (community-shaders#1852)

* fix: fix blown out water specular (community-shaders#1853)

* feat(weather editor): toggle hotkey (community-shaders#1856)

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

* feat(color picker): add an original color reference to all color pickers (community-shaders#1857)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* perf(emat): alternate tweaks (community-shaders#1850)

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

* feat(weather-editor): merge weather picker and editor (community-shaders#1845)

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

* chore(llf): remove LLF settings loading (community-shaders#1859)

* feat: exponential height fog (community-shaders#1708)

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

* feat(weather editor): block editor access in loading screens (community-shaders#1871)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): improve weather picker UI and functionality (community-shaders#1863)

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

* feat(weather editor): repurpose unsaved changes tracking (community-shaders#1860)

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

* fix: sync grass lighting defaults to match ENB (community-shaders#1844)

* fix: stop shader compilation on game exit (community-shaders#1867)

closes community-shaders#1130

* fix(weather editor): prevent inputs when editor is open (community-shaders#1872)

* fix(weather editor): add ctd guards (community-shaders#1864)

* feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(vr): add OpenComposite menu support (community-shaders#1880)

* revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881)

* revert: "fix: stop shader compilation on game exit" (community-shaders#1882)

* feat(vr): add OpenComposite menu support (community-shaders#1883)

* feat(weather editor): add time controls (community-shaders#1877)

* feat: add shadowmap rasterizer override (community-shaders#1690)

* fix(weather editor): clear feature overrides with revert (community-shaders#1884)

* feat(UI): Interior Only (community-shaders#1854)

* fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888)

* fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890)

* refactor: clarify core feature version mismatch text (community-shaders#1886)

* fix: stop shader compilation on game exit (community-shaders#1885)

* build: exclude hlsl tests from packaging (community-shaders#1894)

* chore: disable feature constraints in dev mode (community-shaders#1893)

* fix(vr): improve stereo UV handling (community-shaders#1899)

* fix(weather editor): move esc key to native input system (community-shaders#1897)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906)

* fix(grass collision): validate actor  (community-shaders#1905)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(terrain shadows): height map regression (community-shaders#1911)

* fix: util vertical fov math (community-shaders#1904)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* test: add float4 overload test (community-shaders#1902)

* refactor: move all features to globals::game::calendar (community-shaders#1909)

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* fix(UI): resolution based font (community-shaders#1907)

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

* feat(weather editor): make objects window be independently scrollable (community-shaders#1908)

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* feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* feat(weather editor): add filled star for favourites. (community-shaders#1913)

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* feat(weather editor): add delete json button to objects window (community-shaders#1914)

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* fix(VR): resolution-based font (community-shaders#1923)

* refactor: use depthbuffer helper (community-shaders#1925)

* refactor: move TurboColormap into Color.hlsli (community-shaders#1924)

* fix(weather editor): expand clickable area of feature override (community-shaders#1921)

* feat(weather editor): enable snapping to viewport (community-shaders#1917)

* feat(weather editor): highlight enabled cloud layers (community-shaders#1916)

* fix(VR): SSGI discrepancies (community-shaders#1926)

* feat: volumetric shadows (community-shaders#1874)

* ci: enhance feature version audit (community-shaders#1927)

* feat(weather editor): add filter options for objects window (community-shaders#1922)

* feat(weather editor): sticky headers and scrollable content (community-shaders#1930)

* fix(UI): ImGui scaling for borderless mode (community-shaders#1929)

* ci: don't fail on feature audits (community-shaders#1934)

* fix(pbr): use scrap heap allocation (community-shaders#1928)

* chore(UI): add subsurface scattering to Interior Only (community-shaders#1932)

* fix(weather editor): align highlights, fix tooltip (community-shaders#1918)

* fix(ssgi): guard VR only compilation (community-shaders#1938)

* build: update template to avoid extra directory (community-shaders#1812)

* style: fix hlsl formatting (community-shaders#1939)

* fix(UI): improve theme management UI flow (community-shaders#1933)

closes community-shaders#1919

* build(deps): update pre-commit hooks (community-shaders#1768)

* feat(UI): delete theme button (community-shaders#1940)

* feat(UI): open log file button (community-shaders#1942)

* fix(hair): marschner volumetric shadow tint (community-shaders#1944)

* fix(VR): screen space shadows desync (community-shaders#1946)

closes community-shaders#1840

* fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858)

* feat(VR): add edge detection for stereo blending (community-shaders#1948)

* refactor: allocate trampoline once (community-shaders#1951)

* fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957)

* fix(weather editor): guard against loadorder changes (community-shaders#1953)

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* fix(UI): feature description text wrapping (community-shaders#1960)

* fix(VR): exponential height fog stereo mismatch (community-shaders#1961)

* chore: pbr consistency changes (community-shaders#1841)

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* fix(skylighting): remove PBR lighting scale (community-shaders#1963)

* fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965)

* ci: fix wiki deletion with buffer update (community-shaders#1967)

* feat(weather-editor): option to hide viewport (community-shaders#1970)

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* test(shader): fallback to warp on invalidarg (community-shaders#1956)

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* feat: triplanar projected materials (community-shaders#1950)

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* fix(ao): better ao calculations (community-shaders#1968)

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* fix(pbr): fix improper kD terms (community-shaders#1971)

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* perf(emat): tweak fade and shadow intensity (community-shaders#1892)

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* feat(ibl): revamp ibl and dalc sh (community-shaders#1947)

* build: bump commonlib to 4.7.1 (community-shaders#1977)

* fix: upscaling monitor detection fixes (community-shaders#1978)

* fix(weather editor): prevent overrides resetting settings (community-shaders#1980)

* fix(VR): bad llf offset (community-shaders#1984)

* perf: cache frequent ui checks (community-shaders#1985)

* fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986)

Co-authored-by: jturnley <jturnley@users.noreply.github.com>

* fix(UI): first-time dialog fade affects all overlays (community-shaders#1976)

* fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966)

* refactor(HLSL): standardize epsilon constants (community-shaders#1992)

closes community-shaders#1227

* feat(UI): require Shift to dock windows (community-shaders#1989)

* fix(UI): input spam after alt-tab (community-shaders#1993)

* fix(sky sync): early return for invalid cells (community-shaders#1991)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* fix(sky sync): remove undeclared variable (community-shaders#1994)

* refactor(pbr): clear up semantics (community-shaders#1995)

* fix(UI): scale layout values for high-DPI (community-shaders#1987)

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

* fix(water): hdr water taa blend (community-shaders#1988)

* refactor(color): clarify gamma conversion functions (community-shaders#1996)

* feat(ISL-editor): add light counters and fix filtering (community-shaders#1997)

* fix(UI): DPI-aware window layouts (community-shaders#2000)

* fix(weather-editor): save color palette window (community-shaders#2001)

* refactor: centralize feature category names (community-shaders#2007)

closes community-shaders#1265

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* chore: bump versions (community-shaders#2010)

* fix(water): sample history mask from current mask (community-shaders#2011)

* chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather-editor): add free camera and play mode (community-shaders#2008)

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* build: bump versions and reduce false positives (community-shaders#2013)

* fix(VR): LLF cluster building and culling (community-shaders#2012)

* build: update to VS 2026 (community-shaders#1990)

* ci: fix preset in vs2022 mode (community-shaders#2015)

* ci: remove v2022 from shader jobs (community-shaders#2016)

* feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958)

* fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998)

---------

Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com>
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ParticleTroned pushed a commit to ParticleTroned/skyrim-community-shaders that referenced this pull request May 2, 2026
Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>
(cherry picked from commit eb72738)
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GrassCollision CTD (CommunityShaders.dll+00460BF)

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