4,495 Commits over 1,614 Days - 0.12cph!
Hide Collider.Static for concave colliders, concave can only ever be static
Add extend edges operation https://files.facepunch.com/layla/1b2911b1/sbox-dev_0zyz9ksM3A.mp4
Remove primitive list from mesh component widget, has no real use and gets in the way
Make sure light probe texture gets set to a fallback if it's invalid
Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4
Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used
Disable compute skinning temporarily while descriptor set crash is being debugged
Compute Shader Skinning (#1786)
Calculate skinning in compute shader instead of vertex shader
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
Disabling D_SKINNING and D_MORPH when D_CS_VERTEX_ANIMATION is enabled would be a mistake because it would break older compiled shaders
Remove this toolvis shit from skinning compute, I don't think it's needed
These newer decompress normal functions can be removed, we're not using them yet
Remove SV_VertexID from depth_only
use shader_c from master, these somehow got fucked
Add octohedral_encoding.fxc
Add skinning_cs.shader
Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled
Store vb size offsets in rendermesh
Create GPU buffers for skinned vertex cache and vertex cache offsets
Dispatch requested vertex cache updates
Animatables requests vertex cache updates
Compile shaders
Make sure both buffers are destroyed
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex
Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache
Decode cached vertex normals and tangents
Compute morphs, normals and tangents in skinning compute shader
Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute
Fix incorrect offset to CalculateMorphSubrectData
Don't run morph code when using vertex cache
Compile shaders
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible
Compile shaders
Resize vertex cache buffer when out of space
Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed)
Compile shaders
Fix decompressing normals in skinning compute shader
Add back vertex cache request batching now we know everything works
Multiply light cookie rgb by alpha
Add back vertex cache request batching now we know everything works
Fix decompressing normals in skinning compute shader
Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed)
Resize vertex cache buffer when out of space
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible
Compile shaders
Don't run morph code when using vertex cache
Fix incorrect offset to CalculateMorphSubrectData
Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute
Compute morphs, normals and tangents in skinning compute shader
Decode cached vertex normals and tangents
Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex
Make sure both buffers are destroyed
Add octohedral_encoding.fxc
Add skinning_cs.shader
Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled
Store vb size offsets in rendermesh
Create GPU buffers for skinned vertex cache and vertex cache offsets
Dispatch requested vertex cache updates
Animatables requests vertex cache updates
Add Graphics.Draw that takes vertex and index gpu buffers
Graphics.ResourceBarrierTransition for non generic GpuBuffer
Add VertexLayout attributes to SimpleVertex
Add Graphics.ResourceBarrierTransition that takes a before and after resource state, src and dst do actually matter
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component
Don't draw gizmos for components that have ComponentFlags.Hidden
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
Remove ToolsWireframe from fur.shader
Do the same for trigger listeners
Invoke collision listeners starting from physicsbody gameobject owner, propagating down to descendants
Remove collision listener invoking from player controller
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
Fix fbx import crash, face set doesn't exist in mesh?
Fix possible NRE in Texture.TryToLoad