- fix(pbr): guard null textures before vanilla setup (#2734) by @SkrubbySkrubInAShrub
- fix(unified-water): release orphaned water entries (#2733) by @SkrubbySkrubInAShrub
- fix(build): fix Dev-Fast FFX linking and rebuilds (#2730) by @SkrubbySkrubInAShrub
- ci: resolve Nexus v3 IDs at upload time (#2736) by @SkrubbySkrubInAShrub
- fix(native-menu): crash on repeated ESC menu open (#2747) by @SkrubbySkrubInAShrub
- fix(llf): correct AE particle render pass hooks (#2746) by @SkrubbySkrubInAShrub
- fix: null-safe shader log, early occluder reject (#2745) by @SkrubbySkrubInAShrub
- fix(effects11): defer settings to ENB only if ENB IBL on (#2743) by @SkrubbySkrubInAShrub
- fix(particles): skip particle intensity on multblend (#2741) by @SkrubbySkrubInAShrub
- fix(effects11): preserve values on re-register (#2740) by @SkrubbySkrubInAShrub
- fix(shadows): use 3x3 filter for focus shadows (#2739) by @SkrubbySkrubInAShrub
- fix(shaders): compile skin and hair under TRUE_PBR (#2738) by @SkrubbySkrubInAShrub
- fix(shadercache): handle missing cache version (#2737) by @SkrubbySkrubInAShrub
- fix(weather-editor): accept BSA-packed precip textures (#2731) by @SkrubbySkrubInAShrub
- fix(menu): make path containment survive virtual filesystems (#2728) by @SkrubbySkrubInAShrub
- feat(menu): sortable profiler timing tables (#2759) by @josefplyr1
- feat(horizonfix): integrate exponential height fog (#2761) by @hakasapl
- ci: trim changelog for nexus (#2750) by @SkrubbySkrubInAShrub
- fix(skylighting): guard alpha group pool overflow (#2732) by @SkrubbySkrubInAShrub
- fix(sky-sync): sync celestial shader directions (#2753) by @SkrubbySkrubInAShrub
- feat(pbr): add micro shadows from material AO (#2752) by @SkrubbySkrubInAShrub
- fix(effects11): port e11 fixes from Bottle (#2758) by @SkrubbySkrubInAShrub
- fix: native menu modded audio sliders saving (#2773) by @davo0411
- fix: nativemenu localisation fixes & missing keys (#2774) by @davo0411
- feat(effects11): ENB-style standalone editor (#2771) by @SkrubbySkrubInAShrub
- docs: reduce docs size to preserve tokens (#2775) by @SkrubbySkrubInAShrub
- fix(particle): apply world shadow to sun light (#2769) by @SkrubbySkrubInAShrub
- fix(linear lighting): skip the flat world map (#2763) by @SkrubbySkrubInAShrub
- fix(height-fog): keep vanilla fog on the map (#2765) by @SkrubbySkrubInAShrub
- feat(dynamic-cubemaps): detect lighting changes (#2720) by @jiayev
- fix(fog): cache ehf by @SkrubbySkrubInAShrub
- Revert "fix(fog): cache ehf" by @SkrubbySkrubInAShrub
- fix(fog): correct height fog opacity and sky (#2776) by @SkrubbySkrubInAShrub
- perf(skylighting): skip occluders below probe grid (#2767) by @SkrubbySkrubInAShrub
- feat(grass): new grass sss and screen transmission shadows (#2697) by @jiayev
- fix: give post-geometry passes the final depth (#2787) by @SkrubbySkrubInAShrub
- fix(ui): isolate editor and overlay input (#2786) by @SkrubbySkrubInAShrub
- build: guard AIO wipe, split FFX lib outputs (#2785) by @SkrubbySkrubInAShrub
- fix(skylighting): actually clear cached shader (#2784) by @SkrubbySkrubInAShrub
- fix(settings): catch errors reapplying overrides (#2783) by @SkrubbySkrubInAShrub
- fix(hooks): abort detour on thread-update fail (#2782) by @SkrubbySkrubInAShrub
- fix(grass-optimizations): stop retrying failed compute compiles (#2781) by @SkrubbySkrubInAShrub
- fix(shadercache): unify grass depth entries (#2780) by @SkrubbySkrubInAShrub
- fix(effects11): null-cell crash, stale typed cache (#2779) by @SkrubbySkrubInAShrub
- fix(framegen): prevent loading transition flash (#2778) by @SkrubbySkrubInAShrub
- fix(sky): restore vanilla sun glare (#2777) by @SkrubbySkrubInAShrub
- perf(effects11): trim per-frame weather cost (#2770) by @SkrubbySkrubInAShrub
- fix(sss): load mask at shaded pixel (#2789) by @northaxosky
- fix(cloud-shadows): stop squaring cloud coverage (#2791) by @northaxosky
- fix(effects11): skip particle intensity on lit fx (#2793) by @SkrubbySkrubInAShrub
- fix(sky): occlude sunset glare and lens flares (#2797) by @SkrubbySkrubInAShrub
- fix(shaders): stop retrying failed shader compiles (#2790) by @northaxosky
- fix(ssgi): use frame count in blur half-angle (#2792) by @northaxosky
- fix(ui): menu blur in main menu and when paused (#2800) by @brucenguyen
- fix(native-menu): clear stale setting description (#2798) by @brucenguyen
- fix(ssgi): scale blur center normal lookup (#2795) by @northaxosky
- fix(effects11): weather ids, chain and ini saves (#2764) by @SkrubbySkrubInAShrub
- fix(height-fog): keep pre-map scene on the map (#2788) by @SkrubbySkrubInAShrub
- style(native-menu): trim verbose comments (#2801) by @SkrubbySkrubInAShrub
- fix(skylighting): occlude with roof markers (#2807) by @SkrubbySkrubInAShrub
- fix(skylighting): seed shadow history as lit (#2806) by @SkrubbySkrubInAShrub
- fix(height-fog): revert camera cache (#2812) by @jiayev
- fix(water): clear cubemap when enter interior (#2814) by @jiayev
- fix(shadercache): harden cached blob I/O (#2808) by @SkrubbySkrubInAShrub
- docs(claude): add Dear ImGui conventions (#2802) by @SkrubbySkrubInAShrub
- fix(terrain): apply E11 ColorPow to LOD land blend (#2811) by @SkrubbySkrubInAShrub
- fix(skylighting): clamp max zenith angle (#2805) by @SkrubbySkrubInAShrub
- fix(effects11): blur volumetric rays on linear depth (#2803) by @SkrubbySkrubInAShrub
- fix(weather): refresh sky and stabilize scrubbing (#2796) by @SkrubbySkrubInAShrub
- fix(effects11): triple rain (#2815) by @SkrubbySkrubInAShrub
- feat(volumetric fog): far grid, double fog, noise (#2831) by @jiayev
- fix(effects11): clean up bindings and resources (#2827) by @SkrubbySkrubInAShrub
- fix(hang): bound angle wrap and frame wait (#2826) by @SkrubbySkrubInAShrub
- perf(shaders): merge lighting permutations (#2829) by @SkrubbySkrubInAShrub
- refactor: merge ISL with LLF (#2825) by @SkrubbySkrubInAShrub
- fix(hdr): E11 and sliders (#2834) by @SkrubbySkrubInAShrub
- fix(terrain-shadows): read ShadowSceneNode directly from shader (#2833) by @SkrubbySkrubInAShrub
- feat(effects11): load encrypted ENB Extender presets (#2832) by @SkrubbySkrubInAShrub
- fix(water-effects): start parallax at real height (#2837) by @northaxosky
- fix(terrain-variation): compile without EMAT (#2843) by @northaxosky
- fix(skylighting): correct max zenith sampling radius and fade-out grid offset (#2844) by @northaxosky
- fix(water): remove ssr depth limit (#2847) by @jiayev
- fix(water-effects): anchor parallax to mean height (#2838) by @northaxosky
- fix(renderdoc): keep capture names unique across game sessions (#2852) by @northaxosky
- fix(ui): align keybind labels with rebind buttons (#2851) by @brucenguyen
- perf(shadercache): share identical compiles (#2836) by @SkrubbySkrubInAShrub
- fix(wetness): advance rain clock once per frame (#2839) by @SkrubbySkrubInAShrub
- fix(menu): remove hardcoded Shift+Enter toggle (#2850) by @brucenguyen
- chore(build): compress AIO archive at 7z level 5 (#2859) by @SkrubbySkrubInAShrub
- fix(grass): match pbr depth and grass opt aniso-filter (#2860) by @DwemerEngineer
- fix(upscaling): keep lens flare visibility viewport (#2861) by @SkrubbySkrubInAShrub
- ci: tighten ini parsing and i18n checks (#2856) by @SkrubbySkrubInAShrub
- feat(effects11): add ENB water and depth of field (#2756) by @SkrubbySkrubInAShrub
- chore(unified-water): move to release state (#2853) by @SkrubbySkrubInAShrub
- feat(shadercache): add a persistent shader store (#2840) by @SkrubbySkrubInAShrub
- fix(water): gate inf depth ssr to uw (#2849) by @jiayev
- fix(hooks): abort and report failed detour_thunk attaches (#2846) by @northaxosky
- fix(shaders): linearize ShadowSampling ambient (#2862) by @northaxosky
- fix(skylighting): reject invalid shadow projections (#2842) by @SkrubbySkrubInAShrub
- perf(shaders): disk-cache utility shader compiles (#2848) by @kkw1010-dev
- feat(effects11): add sky and cloud scattering (#2819) by @SkrubbySkrubInAShrub
- refactor(llf): split attenuation into own include (#2864) by @northaxosky
- feat(effects11): add night sky controls (#2820) by @SkrubbySkrubInAShrub
- fix(fog): use the far volume's own history weight (#2865) by @northaxosky
- fix(effects11): match weather files by local form ID (#2868) by @SkrubbySkrubInAShrub
- fix(effects11): match ENB Extender compile env (#2878) by @SkrubbySkrubInAShrub
- perf(profiler): defer and cache rolling statistics (#2881) by @DwemerEngineer
- fix(pbr): correct pbr colors on local map (#2879) by @brucenguyen
- fix(water-effects): keep caustics off local map (#2870) by @brucenguyen
- fix(vl): reject blur taps by relative depth (#2880) by @SkrubbySkrubInAShrub
- fix(ui): ignore open hitch in frame time graphs (#2866) by @davo0411
- fix(effects11): imgui ID conflicts in editor (#2877) by @SkrubbySkrubInAShrub
- fix(effects11): mirror hidden sun below horizon (#2869) by @SkrubbySkrubInAShrub
- fix(menu): format-string, shutdown and UI robustness fixes (#2876) by @SkrubbySkrubInAShrub
- fix(shaders): cubemap mips, NaNs and terrain gloss (#2871) by @SkrubbySkrubInAShrub
- fix(effects11): fix editor, weather and resource handling (#2874) by @SkrubbySkrubInAShrub
- fix(features): fix cloud shadows, interior sun, etc (#2872) by @SkrubbySkrubInAShrub
- fix: swap shader defines atomically and guard rollbacks (#2875) by @SkrubbySkrubInAShrub
- feat(landscape-seams): blend terrain across quads (#2841) by @SkrubbySkrubInAShrub
- fix(upscaling): fix swap chain proxy, RCAS fallback, FSR (#2873) by @SkrubbySkrubInAShrub
- docs: clarify AI use and attribution (#2813) by @doodlum
- fix(profiler): compile fail due to bad merge (#2883) by @SkrubbySkrubInAShrub
- feat(remote-control): add Nsight Perf profiler (#2888) by @panthuncia
- fix(screenshots): keep SDR captures in sRGB (#2891) by @brucenguyen
- fix(terrain-variation): restore aniso filtering (#2884) by @davo0411
- feat(sky-sync): rework horizon and night lighting (#2887) by @SkrubbySkrubInAShrub
- feat(llf): cache local light shadows (#2757) by @SkrubbySkrubInAShrub
- fix(weather-editor): ctd on zero thunder frequency (#2886) by @SkrubbySkrubInAShrub
- fix(renderdoc): CTD and TAA default (#2893) by @SkrubbySkrubInAShrub
- fix(engine): drive LOD blend ring on frame clock (#2894) by @SkrubbySkrubInAShrub
- perf(sss): loop the raymarch above 128 samples (#2890) by @1001Bits
- fix(compat): block NMN_DeformableTerrain.dll (#2897) by @SkrubbySkrubInAShrub
- fix(vol fog): reduce artifact on low lights (#2898) by @jiayev
- feat(vol fog): local light shadow sample (#2899) by @jiayev
- fix(screenshot): restore capture thread guard (#2903) by @brucenguyen
- fix(llf): fall back when ISL radius is zero (#2915) by @northaxosky
- perf(ssgi): skip specular upsample without HQ specular (#2913) by @northaxosky
- fix(terrain-shadows): check readiness against the land worldspace (#2914) by @northaxosky
- fix(dynamic cubemaps): prevent sky leak (#2916) by @jiayev
- fix(landscape-seams): stop mid-game recompiles (#2917) by @brucenguyen
- chore(claude): add /upstream fork port skill (#2909) by @SkrubbySkrubInAShrub
- refactor(perf-utils): reuse Util::Mean in A/B (#2922) by @northaxosky
- fix(height-fog): reset weather vars to defaults (#2920) by @northaxosky
- fix(renderdoc): only touch .rdc, keep comments (#2919) by @northaxosky
- fix(performance-overlay): validate both A/B runs (#2918) by @northaxosky
- fix(profiler): handle failed query creation (#2921) by @northaxosky
- fix(shadercache): lock the shader defines string (#2906) by @SkrubbySkrubInAShrub
- fix(dynamic cubemaps): restore reflections capture compile (#2923) by @SkrubbySkrubInAShrub
- feat(effects11): vl rays and final settings (#2924) by @SkrubbySkrubInAShrub
- refactor(profiler): drop redundant history copy (#2905) by @SkrubbySkrubInAShrub
- fix(ui): release blur view before resize (#2895) by @SkrubbySkrubInAShrub
- fix(cloud-shadows): rearm cleared-occlusion flag (#2904) by @SkrubbySkrubInAShrub
- fix(engine): poll sun occlusion without flush (#2901) by @SkrubbySkrubInAShrub
- fix: guard PBR material and own shared CBs (#2896) by @SkrubbySkrubInAShrub
- feat: standalone rain refraction (#2910) by @SkrubbySkrubInAShrub
- fix(engine): sun shadow mask culling fix (#2925) by @SkrubbySkrubInAShrub
- fix(water): block static reflection color (#2926) by @jiayev
- feat(native-menu): simplify HDR and SSGI rows (#2933) by @brucenguyen
- docs(upstream): triage sync commit residue (#2932) by @SkrubbySkrubInAShrub
- fix: release leaked and pinned GPU resources (#2931) by @SkrubbySkrubInAShrub
- fix(cs-editor): restore game state when closing (#2930) by @SkrubbySkrubInAShrub
- fix(terrain-shadows): stop double shader release (#2929) by @SkrubbySkrubInAShrub
- docs(upstream): fix remote helper arg clobbering (#2937) by @SkrubbySkrubInAShrub
- refactor(editor): index startup editor ID lookups (#2928) by @SkrubbySkrubInAShrub
- perf(grass): optimize rendering and resource usage (#2934) by @DwemerEngineer
- perf(shaders): share PS compiles across VS inputs (#2939) by @SkrubbySkrubInAShrub
- perf(water): read wading from descriptor in PS (#2941) by @SkrubbySkrubInAShrub
- chore(worktree): retry submodule init from remotes (#2938) by @SkrubbySkrubInAShrub
- feat(effects11): add sky IBL additive and reflective (#2942) by @SkrubbySkrubInAShrub
- fix(em): restore terrain parallax shadow taps by @northaxosky