diff --git a/include/rendering/renderer.hpp b/include/rendering/renderer.hpp index 0799eccc..2e253d2c 100644 --- a/include/rendering/renderer.hpp +++ b/include/rendering/renderer.hpp @@ -192,7 +192,7 @@ private: glm::mat4 lightSpaceMatrix = glm::mat4(1.0f); glm::vec3 shadowCenter = glm::vec3(0.0f); bool shadowCenterInitialized = false; - bool shadowsEnabled = true; + bool shadowsEnabled = false; public: void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; } diff --git a/include/ui/game_screen.hpp b/include/ui/game_screen.hpp index 241abf10..ebd7407f 100644 --- a/include/ui/game_screen.hpp +++ b/include/ui/game_screen.hpp @@ -64,7 +64,7 @@ private: bool pendingFullscreen = false; bool pendingVsync = false; int pendingResIndex = 0; - bool pendingShadows = true; + bool pendingShadows = false; int pendingMusicVolume = 30; int pendingSfxVolume = 100; float pendingMouseSensitivity = 0.2f; diff --git a/src/rendering/camera_controller.cpp b/src/rendering/camera_controller.cpp index e407d78d..af38f7a1 100644 --- a/src/rendering/camera_controller.cpp +++ b/src/rendering/camera_controller.cpp @@ -352,7 +352,7 @@ void CameraController::update(float deltaTime) { glm::vec3 stepPos = swimFrom; if (swimMoveDist > 0.01f) { - int swimSteps = std::max(1, std::min(2, static_cast(std::ceil(swimMoveDist / 1.0f)))); + int swimSteps = std::max(1, std::min(3, static_cast(std::ceil(swimMoveDist / 0.65f)))); glm::vec3 stepDelta = (swimTo - swimFrom) / static_cast(swimSteps); for (int i = 0; i < swimSteps; i++) { @@ -420,8 +420,7 @@ void CameraController::update(float deltaTime) { float moveDist = glm::length(desiredPos - startPos); if (moveDist > 0.01f) { - // Adaptive CCD: 1.0f step size, max 2 steps. - int sweepSteps = std::max(1, std::min(2, static_cast(std::ceil(moveDist / 1.0f)))); + int sweepSteps = std::max(1, std::min(3, static_cast(std::ceil(moveDist / 0.65f)))); glm::vec3 stepPos = startPos; glm::vec3 stepDelta = (desiredPos - startPos) / static_cast(sweepSteps); @@ -812,7 +811,7 @@ void CameraController::update(float deltaTime) { float moveDist = glm::length(desiredFeet - startFeet); if (moveDist > 0.01f) { - int sweepSteps = std::max(1, std::min(2, static_cast(std::ceil(moveDist / 1.0f)))); + int sweepSteps = std::max(1, std::min(3, static_cast(std::ceil(moveDist / 0.65f)))); glm::vec3 stepPos = startFeet; glm::vec3 stepDelta = (desiredFeet - startFeet) / static_cast(sweepSteps); diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index b422d6d6..a39e2c56 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -3425,7 +3425,7 @@ void GameScreen::renderSettingsWindow() { constexpr int kDefaultResH = 1080; constexpr bool kDefaultFullscreen = false; constexpr bool kDefaultVsync = true; - constexpr bool kDefaultShadows = true; + constexpr bool kDefaultShadows = false; constexpr int kDefaultMusicVolume = 30; constexpr int kDefaultSfxVolume = 100; constexpr float kDefaultMouseSensitivity = 0.2f;