4,304 Commits over 1,552 Days - 0.12cph!
Unlink rubikon from vphysics2
Start CPhysicsBody implementation
Start CPhysicsShape implementation
Remove DistanceToPoint and DistanceToAggregate from physics interface
Delete duplicate simd files, how did these get here
Add constructors for vector2, quaternion and transform in the lib, needed now we're on C++20
vpc, include in vphysics2
wrap v32, conflicts with mathlib
Delete motionmapper
Delete mapsorter
Delete massmapbuild
Delete genesearch (?)
Delete standalone_d3d11_benchmark
Delete propertyeditor_example
Delete depcheck
Delete hammer_run_map_launcher
Remove apkgameassetzipper
Remove vconsole and everything that goes along with it
Remove audioprocess and audio2haptic
Remove psf_to_vsnap and pcf_to_source2lib
Remove pixman
Move over cloth chain editor from qphysicscontrols to modeldoc_editor
Remove qphysicscontrols
Move cubemap building to buildcubemaps.cpp so it's all in one place
Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch
Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch
Fix depth count for array texture, doesn't need to be * 6
Sort envmaps by array index before sorting by priority otherwise priority can fail!!!
Don't need to use MarkRenderTargetRead
Build 1 cubemap per frame for now, render thread getting overwhelmed?
Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary
Render cubemaps by adding views and procedural layers
Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render
Show the number of cubemaps built
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)
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
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
Add function to render tools to copy texture to cubemap slice
Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader
Get the size of texture when calculating SH, don't assume 256
Bump up cubemap camera zfar
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
Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way
Load cubemap_feathering
Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway
Remove UploadToCubemapArray
Remove the cube cross stuff on cubemap builder, just to make things more clear
Remove ggx_cubemap_blur_accumulation_pass_count - unused
Remove depthmaptexture
Remove customcubemaptexture bool
Fix flipping when copying texture with shaders
Flip Y when copying rendered view to cubemap
Use the same rendering code as cubemap build system to narrow down differences
update convolve_environment_map to latest
Remove build cubemaps game system, don't need you anymore
Remove hammer external helper
Move cubemap building to scenesystem
Don't need to include these
Queue scene object update job for calculating radiance SH
Don't use RGBA32323232F unnecessarily
Increase zfar
Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load
Remove "build cubemaps on load" hammer shite
Remove minimap shit while I'm at it
env_light_probe_volume in C#
default values
If we create light probe from managed, create a debug grid object for it
Add more voxel size choices
C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them
Delete lights.fgd, nothing left in here now
Use black cube for envmap if we try to calculate SH on error texture
Remove ReloadTexture from scene cubemap, no longer needed
Delete native CEnvCubemap and CEnvCubemapBox
Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume
Fix basic_setup.vmap properties of combined light probe
Move basecubemap toolobject from game to mapdoclib
Delete env_cubemap
Remove base light probe usage from light query game system, this whole system will need to be remade anyway
Move base light probe from game to mapdoclib
Delete env_lightprobevolume
Remove anything unused from cubemap.h
Use EnvironmentMapFaceSize when rendering cubemaps to play it safe
Remove cubemapfaceinfo
Make voxel_size a float instead of enum to avoid parsing errors
Fix handshake and array index not working, entity properties can't be internal!
Move cubemap building from scenesystem to sceneutils, makes more sense
Don't build cubemaps when cubemap texture is user provided
Add min max for voxel_size
Build cubemaps in rendering world session frame boundary until we find a better place for it
Print timings for building cubemaps
Print timings for building cubemaps
Build cubemaps in rendering world session frame boundary until we find a better place for it
Add min max for voxel_size
Don't build cubemaps when cubemap texture is user provided
Move cubemap building from scenesystem to sceneutils, makes more sense
Fix handshake and array index not working, entity properties can't be internal!
Make voxel_size a float instead of enum to avoid parsing errors
Use EnvironmentMapFaceSize when rendering cubemaps to play it safe
Remove cubemapfaceinfo
Remove anything unused from cubemap.h
Remove base light probe usage from light query game system, this whole system will need to be remade anyway
Move base light probe from game to mapdoclib
Delete env_lightprobevolume
Move basecubemap toolobject from game to mapdoclib
Fix basic_setup.vmap properties of combined light probe
Delete native CEnvCubemap and CEnvCubemapBox
Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume
Use black cube for envmap if we try to calculate SH on error texture
Remove ReloadTexture from scene cubemap, no longer needed
C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them
Delete lights.fgd, nothing left in here now
Add more voxel size choices
If we create light probe from managed, create a debug grid object for it
env_light_probe_volume in C#
Remove minimap shit while I'm at it
Remove "build cubemaps on load" hammer shite