diff --git a/data/gui/core_language_en_tag.xml b/data/gui/core_language_en_tag.xml
index 48e35f7d..37c34853 100644
--- a/data/gui/core_language_en_tag.xml
+++ b/data/gui/core_language_en_tag.xml
@@ -607,10 +607,11 @@
Ultra
- not done yet, ToDo
need Apply
- ignored
Restart game, to apply *changes.
+ ignored
+ not done yet, ToDo
+ WIP, work in progress
By default better quality (less Fps) is on right. Marked with + if on left.
@@ -776,16 +777,15 @@
View angle
-
+
Effects
- Effects Enabled
-
SSAO (Ambient Occlusion)
- Global Illumination
-
Lens flare
Sunbeams
+ Global Illumination
+
+ Effects Enabled
Bloom
Intensity
Darken
diff --git a/docs/Changelog.md b/docs/Changelog.md
index be20dd22..ac79fbba 100644
--- a/docs/Changelog.md
+++ b/docs/Changelog.md
@@ -4,17 +4,21 @@ This section lists changes not yet released, but committed to repositories stunt
WIP means work in progress, unfinished, still being developed.
- 3 [New tracks](https://groups.f-hub.org/d/ZXVHk6du/new-tracks-in-sr-3-3)
-- Compositor rewrite, created in code
+- Effects
- **SSAO** (ambient occlusion, on Effects tab), needs Refractions
+ - WIP lens flare
+ - WIP sunbeams
+- Compositor rewrite, created in code
- SplitScreen uses RTTs, smaller Hud fonts
- Refractions work, SSAO too
- Apply buttons work for Shadows and Reflections
- WIP try, *not useful*, no effect on terrain [issue](https://github.com/OGRECave/ogre-next/issues/475)
Global Illumination ([GI methods](https://ogrecave.github.io/ogre-next/api/latest/_gi_methods.html): IFD+VCT),
on new Gui tab Advanced after Effects, has also debug visuals.
-- Game
+- Sounds
- WIP ambient track sound (rain, etc)
- WIP dynamic object hit sounds
+- Game
- Setup - Paints tab new *filter* slider, to show paints only from filter rating and above.
But editing paints list must be done w/o filter, on highest value.
Pressing Random (or Space) sets random from visible list.
diff --git a/docs/Roadmap.md b/docs/Roadmap.md
index 6a33a0dd..cc38e31c 100644
--- a/docs/Roadmap.md
+++ b/docs/Roadmap.md
@@ -11,20 +11,23 @@ Marked: `crucial`, **Next or Big**, _Important_.
📽️ new game *video*
*editor videos*? all new
+finish effects, and add sounds, WIP from [Changelog.md](Changelog.md)
+
----
### 🪄 Effects
-- lens *flare*, [shaders](https://www.shadertoy.com/results?query=lens+flare), [code](https://nehe.gamedev.net/tutorial/3d_lens_flare_with_occlusion_testing/16007/)
-- sunrays, [shaders](https://www.shadertoy.com/results?query=tag%3Dgodrays)
-- HDR, bloom, [fix fireflies](https://catlikecoding.com/unity/tutorials/custom-srp/hdr/), adjust all tracks
-- *Soft* Particles
-- old motion blur
+lens *flare*, [shaders](https://www.shadertoy.com/results?query=lens+flare), [code](https://nehe.gamedev.net/tutorial/3d_lens_flare_with_occlusion_testing/16007/)
+sunrays, [shaders](https://www.shadertoy.com/results?query=tag%3Dgodrays)
+
+HDR, bloom, [fix fireflies](https://catlikecoding.com/unity/tutorials/custom-srp/hdr/), adjust all tracks
+*Soft* Particles
+old motion blur
### 🔉 Sound
-sound engine from [RoR PR](https://github.com/RigsOfRods/rigs-of-rods/pull/3182), branch sound fix..
-or replace with [ogre-audiovideo](https://github.com/OGRECave/ogre-audiovideo))
+meh, sound engine from [RoR PR](https://github.com/RigsOfRods/rigs-of-rods/pull/3182), fix branch *sound*..
+merge **replace** with [ogre-audiovideo](https://github.com/OGRECave/ogre-audiovideo)
or add **new** code for:
- dynamic hit [sounds pool](https://github.com/kcat/openal-soft/issues/972#issuecomment-1934265230) (e.g. 10), auto removed after play
- more tire sounds, load only used (few, pool e.g. 2), or:
diff --git a/src/common/AppGui_Compositor.cpp b/src/common/AppGui_Compositor.cpp
index 685061c1..f99edacb 100644
--- a/src/common/AppGui_Compositor.cpp
+++ b/src/common/AppGui_Compositor.cpp
@@ -624,7 +624,7 @@ TextureGpu* AppGui::CreateCompositor(int view, int splits, float width, float he
}
//------------------------------------------------------------------------------------------------------------------------------------------
- else // node 🖥️ Old no refract, no depth - - -
+ else // node 🖥️ Old no refract, no depth, no effects - - -
{ // meh todo ssao w/o refract
if (split)
rtt = AddSplitRTT(si, width, height);