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4,495 Commits over 1,614 Days - 0.12cph!

21 Days Ago
Hide Collider.Static for concave colliders, concave can only ever be static
21 Days Ago
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
23 Days Ago
Make sure light probe texture gets set to a fallback if it's invalid
23 Days Ago
Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4
25 Days Ago
Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used
25 Days Ago
Disable compute skinning temporarily while descriptor set crash is being debugged
25 Days Ago
Compile shaders
25 Days Ago
Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader
26 Days Ago
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
26 Days Ago
Disabling D_SKINNING and D_MORPH when D_CS_VERTEX_ANIMATION is enabled would be a mistake because it would break older compiled shaders
26 Days Ago
Remove this toolvis shit from skinning compute, I don't think it's needed
26 Days Ago
These newer decompress normal functions can be removed, we're not using them yet
26 Days Ago
Remove SV_VertexID from depth_only
26 Days Ago
Update cable.vmat_c
26 Days Ago
use shader_c from master, these somehow got fucked
26 Days Ago
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
27 Days Ago
Compile shaders
27 Days Ago
Multiply light cookie rgb by alpha
27 Days Ago
Add back vertex cache request batching now we know everything works
27 Days Ago
Fix decompressing normals in skinning compute shader
28 Days Ago
Compile shaders
28 Days Ago
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)
28 Days Ago
Resize vertex cache buffer when out of space
28 Days Ago
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
29 Days Ago
Compile shaders
29 Days Ago
Don't run morph code when using vertex cache
29 Days Ago
Fix incorrect offset to CalculateMorphSubrectData
29 Days Ago
Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute
29 Days Ago
Compute morphs, normals and tangents in skinning compute shader
29 Days Ago
Decode cached vertex normals and tangents
29 Days Ago
Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache
29 Days Ago
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex
30 Days Ago
Make sure both buffers are destroyed
30 Days Ago
Compile shaders
30 Days Ago
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
35 Days Ago
Add Graphics.Draw that takes vertex and index gpu buffers
35 Days Ago
Graphics.ResourceBarrierTransition for non generic GpuBuffer
35 Days Ago
Add VertexLayout attributes to SimpleVertex Add Graphics.ResourceBarrierTransition that takes a before and after resource state, src and dst do actually matter
35 Days Ago
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
35 Days Ago
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
38 Days Ago
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component Don't draw gizmos for components that have ComponentFlags.Hidden
38 Days Ago
Fix impact.wood
38 Days Ago
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
38 Days Ago
Remove ToolsWireframe from fur.shader
38 Days Ago
Do the same for trigger listeners
38 Days Ago
Invoke collision listeners starting from physicsbody gameobject owner, propagating down to descendants Remove collision listener invoking from player controller
39 Days Ago
Compile shaders
39 Days Ago
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
40 Days Ago
Fix fbx import crash, face set doesn't exist in mesh?
40 Days Ago
Fix possible NRE in Texture.TryToLoad