userAlexcancel

549 Commits over 396 Days - 0.06cph!

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
API Updates
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
5 Months Ago
VR: Fix out-of-editor rendering
5 Months Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode
5 Months Ago
VR: Clean up stereo rendering logic, fixes aoproxy rendering, reduces memory requirements VR: TrackedDevice defaults
5 Months Ago
Input.MouseWheel is a Vector2 now
5 Months 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
5 Months Ago
X axis doesn't apply to ButtonCode.MouseWheelDown / ButtonCode.MouseWheelUp
5 Months Ago
Initial horizontal scroll support Changes MouseWheel naming to MouseScroll, float parameters become a Vector2. Hold shift + mouse wheel to perform a horizontal scroll, if your mouse has a horizontally scrolling wheel then that will work too. Changed my mind, everyone else just uses MouseWheel regardless of whether it's 1D or 2D, let's do the same
5 Months Ago
Add separate Matrix test for converting from a transform, verify manually
5 Months Ago
Make `Matrix.FromTransform` more generalized, move steamvr specific one into `VROverlay` where it's used Matrix test for converting to/from transforms
5 Months Ago
Changed my mind, everyone else just uses MouseWheel regardless of whether it's 1D or 2D, let's do the same
5 Months Ago
Initial horizontal scroll support Changes MouseWheel naming to MouseScroll, float parameters become a Vector2. Hold shift + mouse wheel to perform a horizontal scroll, if your mouse has a horizontally scrolling wheel then that will work too.
5 Months Ago
VR: Don't call GetPerformanceStats if VR isn't running (sorry)
5 Months Ago
VR: Lets be honest, nobody is using an xbox 360 controller or knuckles ev1 anymore VR: fix minor docs blunder VR: IsVive etc. now handled per-controller (was detecting controller type anyway before) Might be useful for anyone that likes to mix controller types (e.g. one vive controller and one knuckles) but the use case for this seems quite niche? sbox-issues/issues/994 VR: Basic internal HMD type detection VR: More HMD types, move controller type & hmd type conversion into relevant files VR: these should be internal, oops 🤦‍♂️ VR: Initial performance stats window Just basic stuff for now, will evolve over time
5 Months Ago
VR: Move all render model related stuff into VRNative.RenderModel.cs VR: Fix some minor input discrepancies, use ArgumentOutOfRangeException for anything out of range
5 Months Ago
VR: Clean up render model code, make everything non-blocking
5 Months Ago
VR: Hook up IVRRenderModels interface VR: Add render model support for controllers, VR Model Renderer component (sbox-issues/issues/1001) Uses `vr_controller_01_mrhat` if no model available VR: Render model textures, fix axes VR: Model renderer component is separate, takes a model renderer as property, doesn't run in non-vr
5 Months Ago
VR: More docs for `VROverlay` and `VROverlayPanel` VR: VrInput -> VRInput, extra docs for VRController
5 Months Ago
VR: Docs, rename Input VrHand to VRController VR: Normalize prefix casing to `VR` instead of mixing `Vr` and `VR` VR: VRHand component doesn't fetch skinned model renderer automatically, match behaviour of all other components instead
5 Months Ago
Make `Matrix` numerics value internal, similar to the one on `Vector3`
5 Months Ago
VR: Move `VROverlayPanel`, `VROverlay`, `VROverlayInput` into `Sandbox.VR` namespace
5 Months Ago
VR: Generate extra `GetXActionData` functions with `ulRestrictToDevice` = `k_ulInvalidInputValueHandle` VR: Menu chord bindings / action VR: Remove legacy layer, move VR stuff into Sandbox.VR namespace VR: Hook up WorldScale VR: Do a reset whenever GameMenuDll.ResetEnvironment is called, just resets world scale for now VR: Shorten Sandbox.Engine.VR to Engine.VR, maybe we should rename this class entirely VR: Move `VR` class into Sandbox.VR VR: Remove `VR` class, move any relevant properties over to `Input.VR` All of this was input-related anyway, this feels like a better place to have it. Modifying the anchor is done through `Input.VR.Anchor` now. The only exception to this is checking if we're running in VR; use `Game.IsRunningInVR` instead. This avoids us clashing with the `Sandbox.VR` namespace and causing a bunch of problems. Shouldn't be too different anyway as most things should be covered by our components. VR: Components don't update if VR isn't running
5 Months Ago
VR: fix some stereo-related render warnings
5 Months Ago
VR: perform copy before adding layers & don't create temporary back color buffer VR: overlays don't block input if there's a game running, use high quality rendering now that works again
5 Months Ago
Render menu Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually` Clear attributes after popping a layer when rendering UI
5 Months Ago
Set VR depth resolve & refract textures, fixes glass rendering in VR
5 Months Ago
Move `vr_depth_submit` convar over to managed
5 Months Ago
Respect `vr_spectator_show_left_eye` value
5 Months Ago
VR companion view, render stereo to its own back buffer https://files.facepunch.com/alexguthrie/1b0111b1/sbox-dev_Z2Mn6GMTLF.png
5 Months Ago
VR texture submit supports full depth submit (but we're not passing depth just yet) Pass depth buffer to submit
5 Months Ago
Rename VRNative CheckError function to Assert Move assert function for VR overlay errors into VRNative Remove unused VRNative functions Support for all types of VR textures (pose, depth+pose, depth, and neither)
5 Months Ago
Fix VR rendering crash Disable menu VR overlay
5 Months Ago
VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff