Update Freelancer Advanced Renderer to Version 1.2
This commit is contained in:
@@ -1,38 +1,44 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<MyGUI type="Layout" version="3.2.0">
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<Widget type="Window" skin="WindowCS" position="0 0 285 345" align="Center" layer="Overlapped" name="WindowDeveloperOptions">
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<Widget type="Window" skin="WindowCS" position="0 0 295 420" align="Center" layer="Overlapped" name="WindowDeveloperOptions">
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<Property key="Visible" value="true"/>
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<Property key="Enabled" value="true"/>
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<Property key="Caption" value="Developer Options"/>
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<Widget type="ScrollView" skin="ScrollViewEmpty" position="0 0 275 310" align="Stretch">
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<Widget type="ScrollView" skin="ScrollViewEmpty" position="0 0 285 375" align="Stretch">
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<Property key="CanvasAlign" value="Left Top"/>
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<Property key="CanvasSize" value="275 300"/>
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<Widget type="Button" skin="Button" position="15 10 155 40" name="ButtonEditDefaultMat">
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<Property key="Caption" value="Edit default material"/>
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<Property key="CanvasSize" value="275 375"/>
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<Widget type="Button" skin="Button" position="20 10 155 35" name="ButtonEditDefaultMat">
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<Property key="Caption" value="Edit Default Material"/>
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</Widget>
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<Widget type="Button" skin="Button" position="20 70 180 40" name="ButtonPickMaterial">
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<Property key="Caption" value="Pick material for editing"/>
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<Widget type="Button" skin="Button" position="20 100 180 35" name="ButtonPickMaterial">
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<Property key="Caption" value="Pick Material for Editing"/>
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</Widget>
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<Widget type="TextBox" skin="TextBox" position="20 50 230 20">
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<Property key="Caption" value="Note: Picking only works in space!"/>
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</Widget>
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<Widget type="Button" skin="Button" position="20 115 140 35" name="ButtonReloadTextures">
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<Widget type="Button" skin="Button" position="20 140 155 35" name="ButtonReloadTextures">
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<Property key="Caption" value="Reload Textures"/>
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</Widget>
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<Widget type="Button" skin="Button" position="20 155 140 35" name="ButtonReloadMaterials">
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<Widget type="Button" skin="Button" position="20 180 155 35" name="ButtonReloadMaterials">
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<Property key="Caption" value="Reload Materials"/>
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</Widget>
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<Widget type="Button" skin="Button" position="20 195 140 35" name="ButtonReloadShader">
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<Widget type="Button" skin="Button" position="20 220 155 35" name="ButtonReloadShader">
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<Property key="Caption" value="Reload Shader"/>
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</Widget>
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<Widget type="Button" skin="Button" position="20 265 140 35" name="ButtonSaveMaterials">
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<Widget type="Button" skin="Button" position="20 340 140 35" name="ButtonSaveMaterials">
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<Property key="Caption" value="Save Materials"/>
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</Widget>
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<Widget type="EditBox" skin="TextBox" position="20 230 245 35" name="EditboxSaveMaterials">
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<Widget type="EditBox" skin="TextBox" position="20 300 245 35" name="EditboxSaveMaterials">
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<Property key="MultiLine" value="true"/>
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<Property key="WordWrap" value="true"/>
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<Property key="ReadOnly" value="true"/>
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</Widget>
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<Widget type="Button" skin="Button" position="20 260 155 35" name="ButtonReloadModSettings">
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<Property key="Caption" value="Reload Mod Settings"/>
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</Widget>
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<Widget type="Button" skin="CheckBox" position="20 75 230 20" name="CheckBoxPickTransparentObjects">
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<Property key="Caption" value="Pick Transparent Objects"/>
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</Widget>
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</Widget>
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</Widget>
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<CodeGeneratorSettings/>
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@@ -61,8 +61,8 @@
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<Widget type="TextBox" skin="TextBox" position="10 15 115 15">
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<Property key="Caption" value="Shadow Quality:"/>
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</Widget>
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<Widget type="Button" skin="CheckBox" position="10 135 195 20" name="CheckboxAsteroidShadows">
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<Property key="Caption" value="Enable Asteroid Shadows"/>
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<Widget type="Button" skin="CheckBox" position="10 135 255 20" name="CheckboxAsteroidShadows">
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<Property key="Caption" value="Enable Dynamic Asteroid Shadows"/>
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<Property key="Enabled" value="true"/>
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</Widget>
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<Widget type="Button" skin="CheckBox" position="10 110 245 20" name="CheckboxShadowPCF">
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@@ -77,16 +77,17 @@
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<Widget type="Widget" skin="PanelSkin" position="5 285 570 110" name="GroupBoxPostprocessing">
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<Property key="Enabled" value="true"/>
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<Widget type="Button" skin="CheckBox" position="10 35 400 20" name="CheckBoxAutomaticExposure">
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<Property key="Caption" value="Enable Automatic Camera Exposure (Early Version)"/>
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<Property key="Caption" value="Enable Automatic Camera Exposure"/>
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</Widget>
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<Widget type="Button" skin="CheckBox" position="10 60 350 20" name="CheckboxLightScattering">
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<Property key="Caption" value="Enable Light Scattering (Nebula + Asteroid Fields)"/>
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</Widget>
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<Widget type="ComboBox" skin="ComboBox" position="110 10 195 25" name="ComboBoxTonemapping">
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<Property key="ModeDrop" value="true"/>
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<Property key="AddItem" value="GT Sport (More Realistic)"/>
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<Property key="AddItem" value="AGX (Current State of Art)"/>
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<Property key="AddItem" value="ACES (More Contrast)"/>
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<Property key="Caption" value="GT Sport (More Realistic)"/>
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<Property key="AddItem" value="GT Sport (More Saturated)"/>
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<Property key="Caption" value="AGX (Current State of Art)"/>
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</Widget>
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<Widget type="TextBox" skin="TextBox" position="10 15 95 15">
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<Property key="Caption" value="Tonemapping:"/>
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@@ -55,5 +55,5 @@ vec3 ToGammaCorrected(vec3 inColor)
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//Values are from https://en.wikipedia.org/wiki/Luma_(video)
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float ToLuma(vec3 color)
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{
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return dot(color, vec3(0.2126, 0.7152f, 0.0722f));
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return dot(color, vec3(0.2126, 0.7152, 0.0722));
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}
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@@ -60,6 +60,7 @@ uniform bool enableAlphaTest;
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uniform bool enableCubemap;
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uniform bool enableRHWCoordinates;
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uniform bool enableAccurateSRGB;
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uniform bool isInstancedTransparent;
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in vec3 N;
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in vec3 v;
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@@ -246,7 +247,7 @@ void main()
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else
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{
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vertexAmbientColor=matAmbientColor.rgb;
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gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor,matDiffuseColor.a);
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gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor, isInstancedTransparent ? vertexColor.a : matDiffuseColor.a);
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}
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//FL never has specular lighting enabled
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specularColor=vec4(0,0,0,0);
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@@ -384,7 +385,7 @@ void main()
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}
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else if (fogMode == 1)
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{
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fogFactor =exp(-glFog.density * z);
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fogFactor =exp(-glFog.density * z);
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}
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else if (fogMode == 2)
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{
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@@ -394,8 +395,10 @@ void main()
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fogFactor = 1;
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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finalColor.rgb = mix(glFog.color.rgb,finalColor.rgb, fogFactor);
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finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
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gl_FragColor = vec4((finalColor.rgb), finalColor.a);
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}
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gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
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else
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gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
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//gl_FragColor = finalColor;
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}
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@@ -26,7 +26,7 @@ uniform bool enableRHWCoordinates;
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uniform mat4 modelViewMat;
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uniform mat4 projectionMat;
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uniform mat3 normalMat;
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uniform vec2 projCorrection;
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uniform vec2 projCorrection[2];
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uniform mat4 textureMatrix[2];
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uniform bool isInstanced;
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uniform bool isInstancedTransparent;
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@@ -78,7 +78,8 @@ void main()
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gl_Position = projectionMat * mv * inPosition;
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else
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{
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gl_Position = vec4((inPosition.x+63.0f / 128.0f)*projCorrection[0]-1,-(inPosition.y+63.0f / 128.0f)*projCorrection[1]+1,inPosition.z*2-1,1);
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const float offset=63.0f / 128.0f;
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gl_Position = vec4(((inPosition.x+offset)*projCorrection[0].x-1)*projCorrection[1].x,(1-(inPosition.y+offset)*projCorrection[0].y)*projCorrection[1].y,inPosition.z*2-1,1);
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RHWdepth = inPosition.z/inPosition.w;
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}
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@@ -58,6 +58,7 @@ struct Light{
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struct glFogParameters
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{
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vec3 color;
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vec3 colorLinear;
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float density;
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float start;
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float end;
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@@ -171,15 +172,14 @@ float ShadowCalculation(const float bias, const int shadowMapIndex, const int li
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float ShadowCalculationForAllSplitPlanes(const int lightIndex, const vec3 lightDirViewSpace, const vec3 normal, float lightIntensity, const sampler2DArrayShadow shadowSampler)
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{
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float distance = v.z;
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float distance = v.z;
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float bias = max(0.001 * (1.0 - dot(normal, lightDirViewSpace)), 0.0003);
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bool applied = false;
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for (int i = 0; i < NUM_SPLITS; i++)
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if(!applied && (distance < splitPlanes[i]))
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{
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//bias = ((i+1)*0.1)*0.001;
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{
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lightIntensity *= ShadowCalculation(bias, i, lightIndex, shadowSampler);
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applied=true;
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//Graphics cards hate break (SLOW), hence boolean value above
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@@ -468,7 +468,7 @@ void main(void)
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{
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float fogFactor = 0;
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if (enableFog && fogMode > 0)
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{
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{
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//Radial fog
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float z = length(v);
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if (fogMode == 3)
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@@ -476,12 +476,12 @@ void main(void)
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fogFactor = (fogEnd - z) * fogScale;
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}
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else if (fogMode == 1)
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{
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fogFactor = 1.0/exp(glFog.density * z);
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{
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fogFactor = exp(-glFog.density * z);
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}
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else if (fogMode == 2)
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{
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fogFactor = 1.0 /exp( (z * glFog.density)* (z * glFog.density));
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fogFactor = exp(- pow(z * glFog.density,2));
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}
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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@@ -524,7 +524,8 @@ void main(void)
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firstTexture = vec4(1,1,1,1);
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}
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float alpha = alphaValue*firstTexture.a;
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float alpha = alphaValue*firstTexture.a;
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if (enableAlphaTest)
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if(alphaTestCompareMethod==5)
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{
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@@ -592,7 +593,7 @@ void main(void)
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vec3 radiance;
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if (enableFog)
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{
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vec3 ambientTint=PBR_FACTOR_ENV*glFog.color.rgb;
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vec3 ambientTint=PBR_FACTOR_ENV*glFog.colorLinear.rgb;
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irradiance = vec3(texture(irradianceMap, n).r)*ambientTint;
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radiance = vec3(textureLod(envMap, reflectDir, lod).r)*ambientTint;
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}
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@@ -715,8 +716,9 @@ void main(void)
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if (enableFog && fogMode > 0)
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{
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finalColor = mix(vec4(glFog.color,1.0),finalColor, fogFactor);
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finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
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diffuseColorOut=vec4(finalColor.rgb,finalColor.a);
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}
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diffuseColorOut=vec4(ToGammaCorrected(finalColor.rgb),finalColor.a);
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else
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diffuseColorOut=vec4(ToGammaCorrected(finalColor.rgb),finalColor.a);
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}
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@@ -22,6 +22,7 @@ out float fogScale;
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struct glFogParameters
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{
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vec3 color;
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vec3 colorLinear;
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float density;
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float start;
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float end;
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@@ -6,7 +6,7 @@
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#version 330
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#include "ColorConversion.inc"
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#define USE_ACES_CURVE $USE_ACES_CURVE
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#define USE_CURVE $USE_CURVE
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#define USE_PBR_BLOOM $USE_PBR_BLOOM
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in vec2 TexCoords;
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@@ -91,6 +91,108 @@ vec3 uchimura(vec3 x) {
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return uchimura(x, P, a, m, l, c, b);
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}
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//new agx from https://github.com/godotengine/godot/pull/106940
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//C++ Code moved to shader by me (Schmackbolzen):
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const float tonemap_agx_white = 16.29; // Default to Blender's AgX white.
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const float tonemap_agx_contrast = 1.25;
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const float output_max_value = 1.0;
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// Calculate allenwp tonemapping curve parameters on the CPU to improve shader performance.
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// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
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// These constants must match the those in the shader code.
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// 18% "middle gray" is perceptually 50% of the brightness of reference white.
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const float awp_crossover_point = 0.18;
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// When output_max_value and/or awp_crossover_point are no longer constant, awp_shoulder_max can
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// be calculated on the CPU and passed in as tonemap_parameters.tonemap_e.
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const float awp_shoulder_max = output_max_value - awp_crossover_point;
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// awp_toe_a is a solution generated by Mathematica that ensures intersection at awp_crossover_point.
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const float awp_toe_a = ((1.0 / awp_crossover_point) - 1.0) * pow(awp_crossover_point, tonemap_agx_contrast);
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// Slope formula is simply the derivative of the toe function with an input of awp_crossover_point.
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const float awp_slope_denom = pow(awp_crossover_point, tonemap_agx_contrast) + awp_toe_a;
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const float awp_slope = (tonemap_agx_contrast * pow(awp_crossover_point, tonemap_agx_contrast - 1.0) * awp_toe_a) / (awp_slope_denom * awp_slope_denom);
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const float awp_high_clip = tonemap_agx_white;
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const float awp_w=pow(awp_high_clip - awp_crossover_point,2)/awp_shoulder_max*awp_slope;
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const float awp_contrast = tonemap_agx_contrast;
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//End c++ code
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// allenwp tonemapping curve; developed for use in the Godot game engine.
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// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
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// Input must be a non-negative linear scene value.
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vec3 allenwp_curve(vec3 x) {
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// Reinhard-like shoulder:
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vec3 s = x - awp_crossover_point;
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vec3 slope_s = awp_slope * s;
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s = slope_s * (1.0 + s / awp_w) / (1.0 + (slope_s / awp_shoulder_max));
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s += awp_crossover_point;
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// Sigmoid power function toe:
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vec3 t = pow(x, vec3(awp_contrast));
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t = t / (t + awp_toe_a);
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return mix(s, t, lessThan(x, vec3(awp_crossover_point)));
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}
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// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
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// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
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// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
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// Colorspace transformation source: https://www.colour-science.org:8010/apps/rgb_colourspace_transformation_matrix
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vec3 tonemap_agx(vec3 color) {
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// Input color should be non-negative!
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// Large negative values in one channel and large positive values in other
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// channels can result in a colour that appears darker and more saturated than
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// desired after passing it through the inset matrix. For this reason, it is
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// best to prevent negative input values.
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// This is done before the Rec. 2020 transform to allow the Rec. 2020
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// transform to be combined with the AgX inset matrix. This results in a loss
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// of color information that could be correctly interpreted within the
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// Rec. 2020 color space as positive RGB values, but is often not worth
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// the performance cost of an additional matrix multiplication.
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//
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// Additionally, this AgX configuration was created subjectively based on
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// output appearance in the Rec. 709 color gamut, so it is possible that these
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// matrices will not perform well with non-Rec. 709 output (more testing with
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// future wide-gamut displays is be needed).
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// See this comment from the author on the decisions made to create the matrices:
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// https://github.com/godotengine/godot-proposals/issues/12317#issuecomment-2835824250
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// Combined Rec. 709 to Rec. 2020 and Blender AgX inset matrices:
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const mat3 rec709_to_rec2020_agx_inset_matrix = mat3(
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0.544814746488245, 0.140416948464053, 0.0888104196149096,
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0.373787398372697, 0.754137554567394, 0.178871756420858,
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0.0813978551390581, 0.105445496968552, 0.732317823964232);
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// Combined inverse AgX outset matrix and Rec. 2020 to Rec. 709 matrices.
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const mat3 agx_outset_rec2020_to_rec709_matrix = mat3(
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1.96488741169489, -0.299313364904742, -0.164352742528393,
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-0.855988495690215, 1.32639796461980, -0.238183969428088,
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-0.108898916004672, -0.0270845997150571, 1.40253671195648);
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// Apply inset matrix.
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color = rec709_to_rec2020_agx_inset_matrix * color;
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// Use the allenwp tonemapping curve to match the Blender AgX curve while
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// providing stability across all variable dyanimc range (SDR, HDR, EDR).
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color = allenwp_curve(color);
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// Clipping to output_max_value is required to address a cyan colour that occurs
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// with very bright inputs.
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color = min(vec3(output_max_value), color);
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// Apply outset to make the result more chroma-laden and then go back to Rec. 709.
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color = agx_outset_rec2020_to_rec709_matrix * color;
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// Blender's lusRGB.compensate_low_side is too complex for this shader, so
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// simply return the color, even if it has negative components. These negative
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||||
// components may be useful for subsequent color adjustments.
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return color;
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||||
}
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||||
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||||
#if USE_PBR_BLOOM == 1
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||||
const float bloomStrength = 0.2f;
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vec4 bloom_new()
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||||
@@ -117,14 +219,16 @@ void main()
|
||||
#else
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||||
vec4 color = bloom_new();
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#endif
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||||
//Exposure is chosen so that both curves have about the same brightness and the look is fine with very bright starspheres like in Tau-37
|
||||
#if USE_ACES_CURVE == 1
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||||
color.rgb=ACESFitted((exposure)*color.rgb);
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||||
#else
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||||
color.rgb=uchimura((exposure)*color.rgb);
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||||
//Exposure is chosen so that all curves have about the same brightness and the look is fine with very bright starspheres like in Tau-37
|
||||
#if USE_CURVE == 0
|
||||
color.rgb =tonemap_agx(exposure*color.rgb);
|
||||
#elif USE_CURVE == 1
|
||||
color.rgb=ACESFitted(exposure*color.rgb);
|
||||
#elif USE_CURVE == 2
|
||||
color.rgb=uchimura(exposure*color.rgb);
|
||||
#endif
|
||||
|
||||
color.rgb=ToGammaCorrected(color.rgb);
|
||||
gl_FragColor = color;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -49,6 +49,7 @@
|
||||
"gasblucld01",
|
||||
"gasblucld02",
|
||||
"gasblucldcap",
|
||||
"gasblucld_single",
|
||||
"gasgrncld01",
|
||||
"gasgrncld02",
|
||||
"gasgrncldcap",
|
||||
@@ -160,7 +161,7 @@
|
||||
"uranusside",
|
||||
"venus"
|
||||
],
|
||||
"Roughness" : 1.0,
|
||||
"Roughness" : 0.01,
|
||||
"Metalness" : 0.0
|
||||
},
|
||||
{
|
||||
@@ -1088,7 +1089,7 @@
|
||||
"rock4.PSD",
|
||||
"asteroid_rock_01.tga",
|
||||
"atlantis_stone.tga",
|
||||
"minable.tga",
|
||||
"mineable.tga",
|
||||
"mineable_grayscale.tga",
|
||||
"mineable_plain.tga",
|
||||
"minedout.tga",
|
||||
@@ -1101,8 +1102,8 @@
|
||||
"mineable_beryl.tga",
|
||||
"ast_ice01_outside.dds"
|
||||
],
|
||||
"Metalness" : 0.0,
|
||||
"Roughness" : 0.9,
|
||||
"Metalness" : 0.2,
|
||||
"Roughness" : 0.6,
|
||||
"RoughnessTextureBias" : 0.45
|
||||
}
|
||||
]
|
||||
|
||||
8
FLARDATA/modsettings.cfg
Normal file
8
FLARDATA/modsettings.cfg
Normal file
@@ -0,0 +1,8 @@
|
||||
ExposureLimitMin=0.2
|
||||
ExposureLimitMax=4
|
||||
TargetLuminance=0.6
|
||||
MinStickyTimeMs=500
|
||||
ExposureChangeTimeMs=750
|
||||
ApplyProjectileLightAnimCrashFix=1
|
||||
DebugLogTextureLoading=0
|
||||
EnablePointLights=0
|
||||
Reference in New Issue
Block a user