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Vulkan: skip water/voxel pipeline creation when SPV files absent
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#87:
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Add OpenGL IBL (irradiance + prefilter + BRDF LUT) and HDR skybox
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#86:
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Fix ImGui Vulkan init for 1.92.8 API: move RenderPass/Subpass/MSAASam…
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#85:
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Add OpenGL SSAO pass (deferred)
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#84:
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Bump DirectionalLight default shadow distance/frustum/far (25→160)
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#83:
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Add sky-matched distance + height fog across 4 backends
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#82:
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Fix directional shadow shimmer: write worldPos to GBuffer RT3
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#81:
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Fix two VRAM leaks: List::clear leaked elements, RefPtr<BufferBase> d…
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#80:
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Fix real Vulkan VRAM leak: RenderCommandQueue pinned chunk buffers
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#79:
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Fix UB in Vulkan OOM recovery: wait for GPU before flushing deferred …
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#78:
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Fix Vulkan VRAM leak in recycled buffer pool
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#77:
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Add fly mode to FirstPersonController, symmetric 6-axis motion
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#76:
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Add voxel mesh pipeline, VRAM tracking, Vulkan deferred WIP
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#75:
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Add deferred rendering pipeline (OpenGL complete, Vulkan WIP)
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#74:
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Fix deferred lighting one-frame stale InvViewProj shadow flicker
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#73:
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Fix shadow flickering: stabilize frustum Y and add Z edge fade
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#72:
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Skip shadow pass when no cached draws, fix Vulkan perf bottlenecks
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#71:
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Fix shadow rendering: CULL_NONE for all backends, depth-only D3D12 PSO
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#70:
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Implement PCF shadow maps: D3D11, D3D12, OpenGL
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#69:
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Add texture filtering: aniso 2x/4x/8x/16x, bilinear, trilinear, LOD b…
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#68:
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Fix Vulkan default shader: ACES tonemapping, AO on ambient only
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#67:
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Fix Vulkan default shader: ACES tonemapping, AO on ambient only
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#66:
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Refactor CommandLine to pure parser with injectable help callback
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#65:
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Fix D3D12 crash on ESC, stop benchmark on exit, expand CLI options
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#64:
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Add CommandLine class and integrate into Application
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#63:
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