userAlexcancel

1,026 Commits over 672 Days - 0.06cph!

1 Year Ago
test wheel collider component
1 Year Ago
Suspension correctly uses wheel velocity rather than car velocity Suspension adjustments Don't apply tire smoke in air Give orbit camera a height property
1 Year Ago
UI: optimal gradient width prefers background size if specified
1 Year Ago
UI: improve gradients by calculating an optimal width for gradient textures
1 Year Ago
Adjust handling Basic downforce + more handling tweaks Basic tire smoke
1 Year Ago
Abstract shared car stuff into a BaseCarComponent
1 Year Ago
Orbit camera clean-up
1 Year Ago
Initial commit
1 Year Ago
Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize
1 Year Ago
VR: Fix VROverlay xml comment
1 Year Ago
VR: Fix vulkan submit, submit depth texture to compositor VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility VR: Minor VROverlay cleanup
1 Year Ago
Fix multiple box-shadow parsing (oops) UI box / shadow / filter shader recompile
1 Year Ago
CSS box-shadow inset implementation https://files.facepunch.com/alexguthrie/1b2311b1/sbox_QVsBt34bNx.png sbox-issues/issues/3649
1 Year Ago
Correctly preserve worldpanel combo when popping UI layers Almost fixes worldpanel filters, but there's still some issues with depth
1 Year Ago
Worldpanel backdrop filters correctly sample from the framebuffer https://files.facepunch.com/alexguthrie/1b2211b1/sbox_SEP7KjTrRh.png For sbox-issues/issues/3520
1 Year Ago
Initial experiment to see if we can turn shaders into a normal compiled resource Clean up Always spew info for now Don't need ShaderHooks stuff anymore We will need another way to selectively compile in fast mode in future Remove useless asserts
1 Year Ago
Motion blur post-processing component Color adjustments post-processing component (saturation, hue rotate, brightness, contrast) Blur post-processing component Adjust new post-process component orders Remove unused attributes & clean up post-processing shaders
1 Year Ago
Don't stomp sceneobject flags if passed an invalid override material Fixes glass etc. sbox-issues/issues/4461
1 Year Ago
Only run DXT compute on platforms with full support
1 Year Ago
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
1 Year Ago
Allocate output & intermediate textures right before dispatching DXT compute
1 Year Ago
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦‍♂️
1 Year Ago
Fix GPU DXT5 mips
1 Year Ago
Re-write dxt compute upload/read to not crash Run DXT5 on CPU for mips > 1 until I can figure out why this isn't working
1 Year Ago
VR: Don't crash inside ControllerTypeFromString if we weren't able to fetch an index for the device
1 Year Ago
Blur LineEdit on escape pressed sbox-issues/issues/4438
1 Year Ago
Only change ident field inside project creator window if necessary Fixes sbox-issues/issues/4433
1 Year Ago
Add compiled cs_compress_dxt material
1 Year Ago
Texture Compression Speed Improvements (#1430) Improves DXT5 compression by moving it to GPU, other algorithms that still run on CPU also benefit (DXT1 etc.). Additionally fixes DXT crash (sbox-issues/issues/4165).
1 Year Ago
Remove timers & debug logs Remove reference shader
1 Year Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized) Force DXT5 for now, since that's all we have compute support for Dispatch compute and read back Texture barriers for Vulkan Output full timing info Move behind a convar so I can compare CPU/GPU easily Staging buffer, barriers, etc. for Vulkan Time everything (temp, will remove before merge) Switch compression levels for a big compression speed boost (at the cost of very slightly larger files) Test case - 4096x4096: Old: 955ms, on disk 6948kb New: 151ms, on disk 7253kb Add cached flag to OnReadPixels, speeds up memory access Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing Re-add check for compressed block texel views Fallback gracefully to CPU on platforms with no compute support Get rid of some redundant timing info Update stb_dxt.h from v1.04 to v1.12 Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing) Remove forced DXT5 compression
1 Year Ago
Get rid of some redundant timing info Update stb_dxt.h from v1.04 to v1.12 Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing) Remove forced DXT5 compression
1 Year Ago
Re-add check for compressed block texel views Fallback gracefully to CPU on platforms with no compute support
1 Year Ago
Add cached flag to OnReadPixels, speeds up memory access Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
1 Year Ago
Time everything (temp, will remove before merge) Switch compression levels for a big compression speed boost (at the cost of very slightly larger files) Test case - 4096x4096: Old: 955ms, on disk 6948kb New: 151ms, on disk 7253kb
1 Year Ago
Texture barriers for Vulkan Output full timing info Move behind a convar so I can compare CPU/GPU easily Staging buffer, barriers, etc. for Vulkan
1 Year Ago
Force DXT5 for now, since that's all we have compute support for Dispatch compute and read back
1 Year Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized)
1 Year Ago
GetAuthToken returns string without quotes Fixes sbox-issues/issues/4381
1 Year Ago
API Updates
1 Year Ago
UI: Apply `image-rendering` mode to masks
1 Year Ago
Add support for `white-space: pre;` Fixes sbox-issues/issues/4345, can see this being useful for rich text, syntax highlighting, etc.
1 Year Ago
VR: when saving off the HMD matrix, use the one we get directly from openvr - don't do any processing or bullshit
1 Year Ago
VR: Delete VRSkeleton, unused VR: Rename VRControllerType -> TrackedControllerType
1 Year Ago
VR: Experimental fast function for storing reprojected HMD matrix VR: Separate out stereo render/submit/blit, don't submit editor SceneCameras (We still render and blit companion while in the editor, we just don't submit a texture to the compositor while not in play mode) https://files.facepunch.com/alexguthrie/1b2011b1/rsIQEZV0nc.mp4
1 Year Ago
VR: Fix out-of-editor rendering
1 Year Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode
1 Year Ago
VR: Clean up stereo rendering logic, fixes aoproxy rendering, reduces memory requirements VR: TrackedDevice defaults
1 Year Ago
Input.MouseWheel is a Vector2 now
1 Year Ago
Horizontal scroll (#1236) Hold shift + mouse wheel to perform a horizontal scroll, if your mouse has a horizontally scrolling wheel then that will work too. https://files.facepunch.com/alexguthrie/1b1511b1/sbox_4y8iF5jVHk.mp4