From 1802bf2673d32b408533bec49ac156bea0be46d2 Mon Sep 17 00:00:00 2001 From: Amir Date: Mon, 24 Aug 2026 15:35:20 -0500 Subject: [PATCH] fix(water): stabilize shoreline track alpha Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> --- .../Source/W3DDevice/GameClient/Water/W3DWaterTracks.cpp | 3 +++ docs/WORKLOG/2026-08-DIARY.md | 6 ++++++ 2 files changed, 9 insertions(+) diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWaterTracks.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWaterTracks.cpp index b394ca0203a..0f4c752c0f0 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWaterTracks.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWaterTracks.cpp @@ -911,6 +911,9 @@ Try improving the fit to vertical surfaces like cliffs. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); //stage 1 texture DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); //previous stage texture DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); + // GeneralsX @bugfix Copilot 24/08/2026 Keep shoreline alpha independent of stale texture-stage state. + DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); + DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT ); DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); //Shroud shader uses z-compare of EQUAL which wouldn't work on water because it doesn't diff --git a/docs/WORKLOG/2026-08-DIARY.md b/docs/WORKLOG/2026-08-DIARY.md index 8a9b6652e7a..2e5dad0e3a1 100644 --- a/docs/WORKLOG/2026-08-DIARY.md +++ b/docs/WORKLOG/2026-08-DIARY.md @@ -3,6 +3,12 @@ > [!NOTE] > **AI-Generated Content Disclosure**: This worklog is automatically generated and maintained by AI coding agents to document daily progress, debugging sessions, and technical decisions. +## 24/08/2026 +### Stabilize Shrouded Shoreline Alpha +- Traced shadow volume/decal projection, terrain LOD/filtering, water shoreline blend/depth, lightmap, and particle render paths. +- Fixed soft-water shoreline tracks to explicitly modulate their alpha with the shroud texture instead of inheriting stale texture-stage alpha arguments. +- Kept the change in the shared renderer so Generals and Zero Hour use identical rendering behavior without affecting simulation or effect timing. + ## 22/08/2026 ### CodeRabbit Configuration for Automated PR Reviews - Configured `.coderabbit.yaml` in repository root for automated PR reviews and CI checks.