Creates the first waza sequence's animation and game logic. See combat_system_todo.md for all the changes/additions.
This pr also contains the soft shadow code. Using a circular sampling disk, creates really soft shadows, though at the current implementation with the 4x4 sampling grid it's a bit noisy. See etc/soft_shadow_sample_size_pixel_peeping for a close up of the different sampling sizes and their respective noise levels. Likely in the future the low sampling grid will just be kept and be augmented by TAA, or a shadow denoiser.
Creates the first waza sequence's animation and game logic. See
combat_system_todo.md
for all the changes/additions.This pr also contains the soft shadow code. Using a circular sampling disk, creates really soft shadows, though at the current implementation with the 4x4 sampling grid it's a bit noisy. See
etc/soft_shadow_sample_size_pixel_peeping
for a close up of the different sampling sizes and their respective noise levels. Likely in the future the low sampling grid will just be kept and be augmented by TAA, or a shadow denoiser.