userGarry Newmancancel
branchsbox/shadercompilercancel

29 Commits over 0 Days - ∞cph!

2 Days Ago
Comments
2 Days Ago
Format these shader compile errors better so they don't start with a newline, so we can see them in our console Take CancellationTokens, do mat_reloadshaders automatically after a successful compile
2 Days Ago
Refactor output so we can deduplicate outputs from multiple combos
2 Days Ago
Fixes
3 Days Ago
Log shader warnings and errors back to c#
3 Days Ago
Move shader compiling to engine Recompile shaders directly, instead of out of process
3 Days Ago
Move -searchpaths logic to ToolAppSystem Refactor Results, async
3 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Merge branch 'master' into shadercompiler
3 Days Ago
No longer should pre-process in CompileShaderAndGetVariables Refactoring Refactoring to expose a simple mode
4 Days Ago
Fix error handling Don't call DeleteOldShadersFromCache at startup - this is like 1.5 seconds of nothing Only load vfx_vulkan.dll once
4 Days Ago
handle non interactive command line Shader building bat files should return 1 if any errors happen
4 Days Ago
Don't init vulkan if consoleapp
4 Days Ago
Build shaders AFTER managed
4 Days Ago
Remove unused vfxcompile
4 Days Ago
Another merge fix Shader bats use new exe Logs in logs folder Cleaning up Progress Shadergraph use shadercompiler Time the whole block
4 Days Ago
Merge fails
4 Days Ago
Shader functions can specify storage class (static) and specify inline without erroring now Fix minor typo Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882 https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4 Rename TagSetControlWidget file name to match class name Bindless shader API class Use custom Qt styling/preferences in Launcher as well Launcher: this is a sort not a filter so don't call it one Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point Fix project location label being squished Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer Fix ssao shader include Another fix what is this Add Graphics.Draw from GpuBuffer<T> vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad Citizen: disabled AO proxy nodes now that AO proxy support has been removed Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive. Keep version, we'll use it in a different way Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph Hair Updates Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s) Don't use absolute path when creating sounds from mp3s Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters Hair Updates AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably) Fix collision events returning incorrect per triangle surfaces Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled Dead cubemap rendering code Remove some unused code from src/common Delete public/assetrename Delete more from common Delete infectedwoundrenderdata Asset preview dmx Allow create model context menu item for fbx, obj, dmx Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact. Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109 Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100 Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097 Fix Gizmo.Control.Capsule (has it ever worked properly?) Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work Add Rigidbody.Sleeping Make joint gizmos less noisy Make component sheet readonly when using NotEditable component flag Auto populate model collider on awake if none are set Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4 Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage Check mip sizes in Graphics.CopyTexture, not the texture size Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without Drop IL verification since we compile every assembly from source on clients now [interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Remove unused Unused Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134 Added Multiedit support to Component Context Menu Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4 Same thing with Nullable Button Treat base content paths as Asset-type locations Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url Update animation Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now Update playercontroller wish velocity values Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables Forgot to save this file in VS 😳 Fix NRE when removing multiple components in context menu Citizen/animgraph: tweaked wish-based locomotion layers to account for the new usage of the skid layer Put human in avatar scene Fix human female zombie face Fix undo when dragging assets into the scene Fixes sbox-issues/issues/6479 Update help url Fix toolrenderlayers having wireframe inverted on every layer Restore SceneTree expanded objects after hotreload Fixes sbox-issues/issues/7146 Fix Send Buffer Buildup and Unreleased Message Bug (#1727) Fix NRE in PrefabDropObject Fix duplicate def Fix undo when dropping a Material on to an object Fix undo for convert to prefab Fixes sbox-issues/issues/7009 This only converts the prefab back to an independent GO. It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo. Humans: disabled AO proxy nodes now that AO proxy support has been removed Humans: added CrouchWalk_E & CrouchWalk_W Fix LINQ Exception when different typed objects are selected for inspection Fixes sbox-issues/issues/7106 Revert "Fix undo for convert to prefab" This reverts commit da0efcc866f95b30fb02a988989ca165da263779. Line renderer supports texturing, the same as trail renderers https://files.facepunch.com/layla/1b1111b1/sbox-dev_R9xJvUmOpI.mp4 Remove LAYERFLAGS_NO_APP_TILING (did nothing) Remove r_kick_dependent_views_early Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way OffscreenParticleView isn't a thing Don't read file twice in managed compile when there's a IResourceCompiler Fix Convert to/Break from prefab not updating Inspector (#1731) Fixes sbox-issues/issues/6596 Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7) Object menu filters out prefab assets that don't have a source file - some old compiled hammer prefabs are hanging around? Add CookieContainer.TryGet<T> Model attachments has a dispose, use it on model reload Resave template prefabs, some of them have missing materials Only move nav mesh agent on transform change if the position actually changed - Fixes agents not moving correctly with skinned meshes with bone objects enabled, transform changed is getting thrashed Male Head 02 & Female Body / Female_Head_01 and 02 Add SceneRenderingWidget Render clothing from a scene Update all clothing icons Skybox material preview https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png Use Widget.Hidden for ControlSheetRow conditional visibility, avoids flicker on populate Only reset Batch Publish Org if currently set to local Check asset directly along with references assets when checking differences in Batch Publish. Resolves Facepunch/sbox-issues#7151 Remove old DecibelsSlider and fix typo in the new one Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails. SQRTRoughness was correct behavior for sampling envmaps Use multi-bounce ambient occlusion Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732) * Improve handling of RenderAttribute overrides/additions in Draw APIs Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set. Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values. e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though. Fixed DrawModelInstanced using blacklisted Memory type as parameter. * Remove leftover comment Obsolete Clothing.DressSceneObject Save/Restore feature tab status on Resources Make the clothing icon editor a proper editor Tag human skins for replacements Remove old icons Move clothing icons next to the clothing resource again Update greyslkin Clothing icon selector lets you choose specific body parts to target Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path) Underwear material Human skin selections Clothing updates Fix eye material Include some citizen folder pngs with steam build, but try to not include all of them Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)" This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf. Add position offset to icon Implement IconModes.Chest Rebuild icons Hide underwear in silhouette Position some hair icons Remove this old sound capture code from soundsystem Lock mutex when encoding audio frame for videorecorder Moustache, Mutton Chops, Medium Beard and Female Mesh Tweaks Remove long unused shit from pixelinput and vertexinput and clean it up Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now Remove HighlightDeprecated from shaders, seems was never used? Humans: port over more animations from the Citizen set Shader build Fix CameraComponent.ScreenNormalToRay Always define vTexCoord2 by default Shader rebuild Expose category tree and package properties to package find results Package category tree WIP filter, allow discovering WIP games Explicitly set fields/props to null when deserializing (#1728) Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729) This stuff shouldn't be public Move Qt.Orientation to Editor namespace, LinkableSplitter uses it Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work. Humans: convert Citizen animations on the ModelDoc side rather than graph side Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png Only add query flag is property was set to true - otherwise remove the query flag Fix SceneRenderingWidget not calling PreRender Shadergraph: Fix preview ShowSkybox option Fix undo for convert to prefab (#1730) We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified. Give some hitbox depth bias to capsule collider gizmo Fix parsing <see> with langword / href More unused render pipeline Remove SceneSystemStats (snapshots for external debugger) Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer. Use custom mip filter that samples from neighbors for cubemapper https://i.imgur.com/nn23dRG.png Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found Citizen/animgraph: fixed broken crouch states (oops) Remove legacy loop Add ControlSheet.AddProperty for expression to easily add static properties Add code editor control widget delete preferences.build event Title current code editor so it can show up titled in settings Page general uses control sheets Set tooltips for static control sheet properties Page networking uses control sheets ActionBasedSerializedProperty can provide attributes Page scene view uses control sheets Page notifications uses control sheets Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead OpenPropertySheet -> OpenControlSheet Shadergraph: Use control sheet for preview settings popup Get rid of property sheet usage in widget gallery CompilerPage uses control sheet Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed Add CustomEditor for NamedEditor "keybind" InputActionPanel modal uses control sheet Expose ControlModeSettings Supported Control Modes uses control sheet Move input actions back to sandbox.system InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed Package references uses control sheet Add FolderControlWidget Standalone review page uses control sheet Publish finalize page uses control sheet Delete RuntimeAddonPage, not used anymore? Project page uses control sheet InputActionPanel uses input action proxy for now because we can't move the fucker Block tool uses control sheet Path tool uses control sheet Delete property sheet cya Fix exception in TreeNode.SetChildren Order block tools, select current tool in combo box Use WorldTransform instead of Transform.World in engine code Remove remaining usage of Transform.World/Local Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4 Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there Drop model as static prop based on model archetype Allow for inner feathering for EnvmapProbe in UI, same defaults for hammer equivalents of this ggxcubemaphelper (cpu) is equivalent to cubemapper (gpu), increase sample count but use faster sampling and sample from first mip always https://i.imgur.com/5UuaG0b.mp4 Sample from mips again and decrease sample count to not be absurd for our budget More beards - human versions + malehead02 texture adjustments Use Span instead for Memory to pass Transforms to CommandList.DrawModelInstanced Set TSPEC_TEXTURE_GEN_MIP_MAPS on RenderTargets with mips Whitelist error event analytics [ThreadStatic] AccessControl.Location because we test types in multiple threads and this was gibberish Prefab file loads cached scene on post load if needed - Fixes prefabs referenced in resources not loading the prefab scene Fix mass center override gizmo not updating when not dynamic (editor forces rigidbody to static) Don't show "Include Source Files" checkbox when publishing type that always includes their source files (libraries) Depth downsampling -> managed render pipeline Make Join Game work through Steam FolderProperty -> FolderEdit, Move FolderControlWidget to tools addon Delete PropertyEditorWidget Move particle control widgets to Widgets/ControlWidgets, make ParticleFloatConfigPopup inaccessible, only the control widget use it Delete AudioDistanceFloatProperty, just have AudioDistanceFloatControlWidget Remove all property editors not directly used in code still Remove the need for IntProperty Remove the need for BoolProperty Fix console collapsing different stack traces Remove last few cloud references from core files Fix undo for envmap probe bounds Fixes sbox-issues/issues/7181 Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845 Santa Outfit (#1743) Merge branch 'master' into shadercompiler
13 Days Ago
Remove unused args Run FinalizeCompile on feature too Unused Remove debug output
13 Days Ago
Fixed tired, pissed off logic
13 Days Ago
Move Worker_AddCompiledShader to CVfx Build feature data Call VfxSortProgramVariableArray
14 Days Ago
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
14 Days Ago
Move VCS writing code to CVfx
14 Days Ago
Remove dead code Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
15 Days Ago
Remove confusing, unused arguments
15 Days Ago
Clean up Move g_pResourceCompilerSystem to engine, bind CUtlBuffer Add CResourceCompilerSystem::GenerateResourceBytes Add resilient retry to shader cache save Start shader writing
15 Days Ago
Avoid loading the same includes from disk over and over again Fix shader cache concurrency Use shader compile context
15 Days Ago
Bind IVfx Bind IVfx Remove unused Shader compile, support passing in pre-loaded, pre-masked code
16 Days Ago
Expose CVfxProgramData
16 Days Ago
ToolAppSystem [interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Let us do new Shader() List shaders, work out programs, find out of date