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457 Commits over 366 Days - 0.05cph!

2 Months Ago
Add RenderAttributes.GetMatrix Save off and restore clipping values before/after drawing box shadows Should fix sbox/issues/1453 Remove log
2 Months Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
2 Months Ago
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723
3 Months Ago
Stomp cursor delta if we're locking to canvas in scene view, should hopefully prevent camera going wild when wrapping? Add support for editor pixmap cursors from managed, use it for custom eye cursor inside scene view Add margin to LockCursorToCanvas, clean up
3 Months Ago
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
3 Months Ago
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
3 Months Ago
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines If you preferred the previous panning behaviour there's an option for inverting it https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
3 Months Ago
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences sbox-issues/issues/4663
3 Months Ago
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt) Don't need to grab depth for any other post processing effects either (because they don't use them) Compile shaders Undo changes to Graphics.GrabDepthTexture to avoid problems
3 Months Ago
Correctly resolve textures fetched from Graphics.GrabDepthTexture DOF uses DepthBuffer texture again + clean up a bit
3 Months Ago
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
3 Months Ago
Update editor play button when using F5 hotkey sbox-issues/issues/4529 Add button to open code editor if we fail to load a project
3 Months Ago
UI: optimal gradient width prefers background size if specified
3 Months Ago
UI: improve gradients by calculating an optimal width for gradient textures
3 Months Ago
Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize
3 Months Ago
VR: Fix VROverlay xml comment
3 Months 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
3 Months Ago
Fix multiple box-shadow parsing (oops) UI box / shadow / filter shader recompile
3 Months Ago
CSS box-shadow inset implementation https://files.facepunch.com/alexguthrie/1b2311b1/sbox_QVsBt34bNx.png sbox-issues/issues/3649
3 Months Ago
Correctly preserve worldpanel combo when popping UI layers Almost fixes worldpanel filters, but there's still some issues with depth
3 Months Ago
Worldpanel backdrop filters correctly sample from the framebuffer https://files.facepunch.com/alexguthrie/1b2211b1/sbox_SEP7KjTrRh.png For sbox-issues/issues/3520
3 Months 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
3 Months 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
3 Months Ago
Don't stomp sceneobject flags if passed an invalid override material Fixes glass etc. sbox-issues/issues/4461
3 Months Ago
Only run DXT compute on platforms with full support
3 Months Ago
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
3 Months Ago
Allocate output & intermediate textures right before dispatching DXT compute
4 Months Ago
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦‍♂️
4 Months Ago
Fix GPU DXT5 mips
4 Months 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
4 Months Ago
VR: Don't crash inside ControllerTypeFromString if we weren't able to fetch an index for the device
4 Months Ago
Blur LineEdit on escape pressed sbox-issues/issues/4438
4 Months Ago
Only change ident field inside project creator window if necessary Fixes sbox-issues/issues/4433
4 Months Ago
Add compiled cs_compress_dxt material
4 Months 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).
4 Months Ago
Remove timers & debug logs Remove reference shader
4 Months 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
4 Months 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
4 Months Ago
Re-add check for compressed block texel views Fallback gracefully to CPU on platforms with no compute support
4 Months Ago
Add cached flag to OnReadPixels, speeds up memory access Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
4 Months 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
4 Months 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
4 Months Ago
Force DXT5 for now, since that's all we have compute support for Dispatch compute and read back
4 Months Ago
Backport Valve GPU texture compression dispatch code Compiled DXT shaders (optimized)
4 Months Ago
GetAuthToken returns string without quotes Fixes sbox-issues/issues/4381
4 Months Ago
UI: Apply `image-rendering` mode to masks
4 Months Ago
Add support for `white-space: pre;` Fixes sbox-issues/issues/4345, can see this being useful for rich text, syntax highlighting, etc.
4 Months Ago
VR: when saving off the HMD matrix, use the one we get directly from openvr - don't do any processing or bullshit
4 Months Ago
VR: Delete VRSkeleton, unused VR: Rename VRControllerType -> TrackedControllerType
4 Months 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