3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible Add RenderTargetSize to ScenePortal Fix assertions when trying to copy depth texture in some rare occasions Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan Update PlanarReflection API with reflection direction Simplify water input Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring Iterate on underwater pass of water, start adding refraction to it, major cleanup Add a blank slice after the renderer has initialized when trying to add first lightcookie slice Remove high quality shadows Remove game specific attributes recording Merge branch 'water-refactor3' of sbox