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7,549 Commits over 3,653 Days - 0.09cph!

1 Year Ago
Fix visbuilder utils not compiling
1 Year Ago
Remove unused vis types (is ortho still used?)
1 Year Ago
Get sunlight pvs where vis type is sunlight
1 Year Ago
Comment out the remaining errors so we can get into game and start fixing them
1 Year Ago
V_ceild -> V_ceil (we don't have the tier0 changes in yet)
1 Year Ago
Don't use node data flags, this no longer exists (why tho?)
1 Year Ago
Add missing FullReciprocalSaturateSIMD
1 Year Ago
Fix compile error in OBB_t::ToAABB
1 Year Ago
Add voxelvis to mathlib extended vpc
1 Year Ago
Hard code min dist to camera to 1024 (this has gone from builder params, is it still needed?)
1 Year Ago
Remove some unused junk from world renderer builder node simplify
1 Year Ago
Remove networked areas junk Fix world renderer builder using a bunch of builder params that no longer exist (where did they go?)
1 Year Ago
Add missing GetSunlightPVS func Remove SetAreaPortalState, this wasn't even used before Remove GetAreaBits
1 Year Ago
Add obb to aabb Impl default pvs
1 Year Ago
IsInPVS -> IsClusterInPVS
1 Year Ago
add back VOXVIS_RESERVED_CLUSTER_COUNT to worldschema (where did this move to?) Fix DebugDrawTraceTest Fix more convar compile errors Remove UTIL_EntitiesInPVS and UTIL_FindClientInPVS, fixed these then realized we don't use them Remove last remaining vis_info_t usage
1 Year Ago
Bind pvs bits instead of vis info
1 Year Ago
Check transmit info has the new pvs bits Fix CConVar being used, we don't use this new convar code yet
1 Year Ago
Use our .source2 temp dir instead of env temp
1 Year Ago
Remove most usage of vis_info_t
1 Year Ago
Start merging over new vis changes, most implementation changes done. Make sure we go back and change GetPrecisePVS to sunlight and ortho pvs where needed
1 Year Ago
Rubikon: Optimizations for traces and volume queries through the broadphase from Dirk that is meant to be 30-60% faster
1 Year Ago
Add temp preview dock for maps so bakscratch can test it out
1 Year Ago
Expose the other options to CreateWorldInfo_t so I can experiment with them
1 Year Ago
Only free transient scene worlds of the game host type
1 Year Ago
Create scene object for light_omni
1 Year Ago
Create const buffer for light probes to make them work
1 Year Ago
Text alignment and color for point_worldtext
1 Year Ago
Add SceneLightProbeVolume
1 Year Ago
Create scene object for light_spot
1 Year Ago
Force mips to be generated for Graphics.DrawText
1 Year Ago
Create scene object for point_worldtext, not really needed but a good opportunity to see how we can remake this entity
1 Year Ago
Delete scene entities when scene map gets deleted
1 Year Ago
Cascade distance and resolution for sun light
1 Year Ago
Create scene entities using library and alias
1 Year Ago
Fix sunlight facing wrong direction, just pass in the direction instead of rotating the scene object Create skybox scene object for env_sky
1 Year Ago
Create scene object for light_environment
1 Year Ago
Set cubemap transform before updating bounds and calculating SH
1 Year Ago
Create cubemap with handshake and arrayindex from kv
1 Year Ago
Remove itoolobject binds, start with creating cubemap scene object from keyvalues
1 Year Ago
Bind the IToolObject stuff and test it by creating env_combined_light_probe_volume
1 Year Ago
Get entity keyvalues from world ref, try to create scene objects for anything with a model
1 Year Ago
Range check indices in PhysicsBody.AddMeshShape, throw exception on failure
1 Year Ago
Add SceneMap class that renders map geometry in a scene world
1 Year Ago
ShaderGraph: Revert changes to ScreenPosition node which made it do something completely different and add common accessors to it (xy, z, w) Add ScreenCoordinate node which is what ScreenPosition was changed into doing
1 Year Ago
Fix typo in split node
1 Year Ago
ShaderGraph: Add cross product node
1 Year Ago
ShaderGraph: Fix selection box staying alive when color pickup popup closes
1 Year Ago
ShaderGraph: Clamp AO, rough, metal, opacity material inputs because anything outside 0-1 has unexpected results (maybe this should be fixed in the material api?)
1 Year Ago
ShaderGraph: Reapply preview material on shader recompile, fixes preview becoming invisible when switching blend mode