{"push_id":605936338,"size":6,"distinct_size":6,"ref":"refs/heads/master","head":"3bde398dadde4728e92d42a848d780fbe41cb56d","before":"06f8a1e0112156ac0db32cd55216ba80ace0eb3c","commits":[{"sha":"31ab444a9a0ae092fe11c07dbaad6f810c0abcff","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"matrix.py: Work out the maths to do (MV.I * MVP)[0,0].I in assembly\n\nSince Helix mod only has two slots to copy matrices, it would be nice if\nwe could avoid using one of them to invert the MV matrix when we only\nneed it in the shader it came from (as I do in the Unity lighting fix\ntemplate).\n\nCalculating a general matrix inverse in assembly would be pretty nasty,\nbut it turns out that we can make enough assumptions and simplifications\nthat this is actually fairly straight forward, requiring only 15\ninstructions.","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/31ab444a9a0ae092fe11c07dbaad6f810c0abcff"},{"sha":"f9d3bf756f79557123fadaf31e59a9d87f6caa53","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"Unity template: Invert the MV matrix inside the lighting shader\n\nThis implements the maths worked out in the previous commit to invert\nthe MV matrix inside the lighting shader to avoid needing helix mod to\ndo it for us. Helix mod is still used to invert matrices passed between\nshaders, but we no longer need it to invert the matrix only used back in\nthe original shader, freeing up a matrix copy slot for other purposes.\n\nTested on Oddworld","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/f9d3bf756f79557123fadaf31e59a9d87f6caa53"},{"sha":"f870631c73fbe49de50d7405d0b06c9537427fc5","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"Dreamfall Chapters: Replace Matrix1 with GetConst1FromReg\n\nWe only ever use the first column, so we don't need the full matrix copy","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/f870631c73fbe49de50d7405d0b06c9537427fc5"},{"sha":"bbeb9b81bffae985c6a6ba189cf6afd0a8cf208c","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"Dreamfall Chapters: Update PrePassLighting shaders to resemble latest template\n\nI've made a number of improvements to the lighting fix since originally\nfixing Chapter 1, and I've found one area in Chapter 2 that complicates\nthings, so start by adding the improvements from the template to the\nvariant of PrePassLighting that this game uses.\n\n- Update VS92E51A17 to check if drawing a full screen quad or light in\n  the scene and use different logic to calculate the FOV, like the\n  template.\n- Pass the calculated FOV to the pixel shaders\n- Symlink pixel shaders from template that match\n- Update other PrePassLighting pixel shaders to remove uncorrection on\n  full screen variants, and to use passed in FOV rather than calculating\n  it from scratch\n- Add an additional FOV source (just one for now)\n\nPrePassCollectShadows is unchanged beyond the FOV source now coming from\na different shader, as the Dreamfall version differs too much from the\noriginal.","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/bbeb9b81bffae985c6a6ba189cf6afd0a8cf208c"},{"sha":"c974fa8d23e647dd9a01a04889467c34f47ef0e5","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"Dreamfall Chapters: Add more FOV sources\n\nWith only the particle blend shader, the directional shadows would lift\noff the ground, suggesting that it was only used after the shadows had\nbeen drawn in the frame, so the directional lighting shader got outdated\nFOV information. Add a few more FOV sources which seems to have done the\ntrick.","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/c974fa8d23e647dd9a01a04889467c34f47ef0e5"},{"sha":"3bde398dadde4728e92d42a848d780fbe41cb56d","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"Dreamfall Chapters: Change full-screen UI blacklist\n\nThe white texture also matched the scrollbars, so that's out.\n\nUse the same technique as Stranded Deep (since it's the same shader) and\ncheck the X coordinate to determine if it is probably full-screen.","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/3bde398dadde4728e92d42a848d780fbe41cb56d"}]}