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1,109 Commits over 1,219 Days - 0.04cph!

8 Days Ago
Fix DOF erroring on non-msaa vfx_vulkan: SV_ViewID is a built in semantic Update CSceneSystem::SubmitDisplayListsForView removing multi-submit VR junk vulkan: unfuck image views for cube textures Shaders compile for shader model 6.1
8 Days Ago
Don't return a new list each light gather, reuse the already allocated memory
9 Days Ago
Unused SceneView methods Remove ISceneView::AddSceneObjectToRenderList ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
9 Days Ago
Restore accidentally deleted CreateTexture2D macros.. for now restore ui shader which was blitting text Delete some more shit resourcemanifests Fix bloom blur using wrong sampler causing bleeding over edges
11 Days Ago
Base shaders: stop using macros for texture creation + sampling, use standard HLSL syntax Core shaders: stop using macros for texture creation + sampling Build shaders yuv_resolve.shader should use explicit register positions (it's sampler was never being properly bound!!)
12 Days Ago
Unused materials using those unused shaders
12 Days Ago
Delete unused (or should be unused) shaders * ui * ui_texture_on_model * visualize_cloth * visualize_nav * visualize_physics * blur * unlit (ui shader) Deleted unused non-compute gaussian blur shader Delete pre SM4/DX10 compatability code Don't try to disable these shader warnings
12 Days Ago
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
13 Days Ago
Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518
13 Days Ago
Add missing shader include Build shaders
14 Days Ago
Gpu decals point towards forward and not left 🤦 Fix Gpu Decals normals not transforming to world space New decal component - https://sbox.game/dev/doc/reference/components/decals/
22 Days Ago
Add r_gpu_decals toggle
22 Days Ago
Skin applies new decals (uses non-shared rendering path so Decals::Apply has to be inserted here) https://files.facepunch.com/matt/1b2711b1/sbox-dev_PM9LtJUEwM.png Build shaders
25 Days Ago
Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API
25 Days Ago
add octohedral_encoding.fxc include
26 Days Ago
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders
28 Days Ago
Don't try to use shaderFloat16 either since this is only avaliable on gtx1660+
28 Days Ago
don't require everyone to have a raytracing capable gpu (:
28 Days Ago
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
28 Days Ago
Build shaders
28 Days Ago
Vulkan 1.2 is minimum requirement, device support remains the same. We already required several extensions that are core in 1.2 such as descriptor indexing Shaders compiler uses scalar layout instead of std140/std430 layout (VK_EXT_scalar_block_layout is core in 1.2) This is a much less confusing layout for structures in HLSL, allowing for tighter packing and generally matching their C++/C# counter parts. e.g: ```hlsl struct T { float a_float; float3 b_float3; } ``` The size of struct T was previously 32 bytes with GL layout and is now 16 bytes. The offset of b_float3 was previously 16 bytes and is now 4 bytes with scalar layout. More info on rules (previously GL, new Scalar) microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst#memory-layout-rules https://maraneshi.github.io/HLSL-ConstantBufferLayoutVisualizer/
29 Days Ago
Optimze Pixmap.FromTexture (don't swizzle the format 3 times) 4096x4096 339ms -> 115ms 2048x2048 90ms -> 50ms 1024x1024 20ms -> 10ms Bottleneck is going to be the data read from GPU -> CPU, not much else to do
31 Days Ago
Materials store the shader version they were compiled against, added Source( ShaderVersion ) for shaders to query what the current material was compiled against for backwards compatability Blendable: Use hemi octahedron encoded normals same as complex for better quality, remove a redundant texture lookup per layer, remove the 5th unused blend layer because wtf https://files.facepunch.com/matt/1b1811b1/mspaint_qIv6MYpn8Y.png
33 Days Ago
Fix failing to start game if VRSystem returns nullptr for extensions
33 Days Ago
Material.FromShader uses path and not just name - allows shaders of same name in different folders
36 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
36 Days Ago
Don't use shadercache if we're force recompiling. Output total time.
36 Days Ago
Leftover log, useless include
36 Days Ago
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
39 Days Ago
Add referenced resources in the Scene to the vmap. Fixes Facepunch/sbox-issues#6839
40 Days Ago
Hide/Unhide works on Hammer GameObjects Resolves Facepunch/sbox-issues#7200
40 Days Ago
Delete all this dota grass code
40 Days Ago
Add dump_scene concmd, puts a clone of the current scene onto the clipboard for debugging MapInstance: Don't delete all our children we've just received from the network snapshot Mounted VPKs are part of the snapshot, we need these mounted before we deserialize the received scene / networked objects
42 Days Ago
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
42 Days Ago
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
43 Days Ago
ci build-menu uses new path
43 Days Ago
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
43 Days Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
44 Days Ago
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44 Days Ago
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44 Days Ago
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45 Days Ago
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49 Days Ago
Obsolete GpuBuffer.UsageFlags.Counter, Structured and Append both have it automatically, this flag was only for D3D11. Both VK and D3D12 behave the same way for this.
50 Days Ago
Whitelist System.IParsable Closes Facepunch/sbox-issues#7253
50 Days Ago
Whitelist System.UInt128 Closes Facepunch/sbox-issues#6892
50 Days Ago
Whitelist a few assembly attributes a library was using
50 Days Ago
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50 Days Ago
Vulkan: Structured buffers also have a UAV hidden counter
51 Days Ago
Add GpuBuffer.UsageFlags.Counter for usage with structured buffers Enables IncrementCounter and DecrementCounter in HLSL Can also use GpuBuffer.SetCounterValue and GpuBuffer.CopyStructureCount These both previously and still do work with Append buffers Added default 0 offset parameter to GpuBuffer.CopyStructureCount