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17,259 Commits over 1,338 Days - 0.54cph!

7 Months Ago
Remove the cube cross stuff on cubemap builder, just to make things more clear
7 Months Ago
Remove UploadToCubemapArray
7 Months Ago
Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway
7 Months Ago
Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering
7 Months Ago
Create env map constant buffer SceneCubemap sets box projection and influence radius based on projection mode C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity Remove env_cubemap from fgd
7 Months Ago
Bump up cubemap camera zfar
7 Months Ago
Get the size of texture when calculating SH, don't assume 256
7 Months Ago
Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader
7 Months Ago
Add function to render tools to copy texture to cubemap slice
7 Months Ago
Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C# After source cubemap is created, go through render tools to mip it to the cubemap array
7 Months Ago
Fix for transform-origin values not correctly being applied
7 Months Ago
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
7 Months Ago
Give our shader programs debug names so we can see them in debugger/renderdoc
7 Months Ago
Geometry shaders still need access to VS_INPUT
8 Months Ago
Log stack traces Handle badly defined GameResource more gracefully
8 Months Ago
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
8 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now
8 Months Ago
Fix not correctly rebuilding .editor.dll when recompiling dependant game dll
8 Months Ago
Add GlobalEngineNamespace, move TypeLibrary into it so that we can access it from Sandbox.Game and Sandbox.UI
8 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
8 Months Ago
Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit Experiment with rendering cubemaps for SceneCubemaps Set renderToCubemap and environmentMaps pipeline attributes from camera attributes CCameraRenderer::RenderToTexture uses msaa value from attributes Fix dstStride in GetPixels
8 Months Ago
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
8 Months Ago
Tools replaces and uses GameMenu PackageLoader/HotloadManager Add TypeIcon, TypeName, TypeTitle to SerializedObject, Clean layout separator style
8 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
8 Months Ago
OOG Volumetric Fog * Added SceneCamera.VolumetricFog and SceneFogVolume * Fog volumes are part of SceneSystem instead of managed separately * Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes * SceneMapLoader loads SceneFogVolumes and light_rect
8 Months Ago
Make these entities internal, no need for public use in legacy entity system Make sure entities have default values in Hammer Remove IsMaster from volumetric fog controller entity, it doesn't do anything VolumetricFogVolume use BoundsHelper
8 Months Ago
Fix editor sometimes loading base tools package in the wrong order
8 Months Ago
NavigationMesh available out of game * Supports runtime generation * Pathfinding all in c# * Save/Load navmesh * Added Triangle struct
8 Months Ago
Add NavigationPath
8 Months Ago
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
8 Months Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority)
8 Months Ago
Helper for baking fog Make baked fog work again Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
8 Months Ago
Bring clipboard back in case people were using it, forward to Sandbox.Game
8 Months Ago
Move UseTemplate attribute TypeLibrary fixes Move input, UISystem
8 Months Ago
Tweak navmesh generation params that I don't understand
8 Months Ago
Add NavigationMesh.Node.Triangles/ClosestPoint/Distance
8 Months Ago
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds
8 Months Ago
Headgear adjustments and Tanktop skinning fixes
8 Months Ago
Move controls over, delete unused clipboard class Temp fix for route attribute Move Screen
8 Months Ago
Triangle math Create TriangleTest.cs More connection setup
8 Months Ago
SceneMapLoader loads light_rect
8 Months Ago
Look for .sbproj in DownloadCloudProjectAsync instead of .addon
8 Months Ago
Clean up SceneFogVolume, document and add strength/falloff Expose SceneCamera.VolumetricFog SceneMapLoader loads SceneFogVolumes
8 Months Ago
Delete left over worldrenderer vpc
8 Months Ago
Remove more references to dota global light
8 Months Ago
Remove anything in ENABLE_LOD, keep the baked lod builder around though in case we want to try rendering it in the future
8 Months Ago
Make fog volumes part of the scenesystem, change our API to a SceneFogVolume class belonging to SceneWorlds
8 Months Ago
Fix cubemap ggx mipgen crashing on AMD, caused by sbox/commit/4df698bcf80ca9346240fdb473ca74fe45df2371 Force flush source cubemap before generating mips on dx11, same amd bug we had before Don't make dest cubemap array texture a render target, unnecessary
8 Months Ago
Navmesh connections in c#
8 Months Ago
LODs for boxing outfit