4,304 Commits over 1,552 Days - 0.12cph!
Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load
Don't use RGBA32323232F unnecessarily
Increase zfar
Queue scene object update job for calculating radiance SH
Don't need to include these
Move cubemap building to scenesystem
Remove build cubemaps game system, don't need you anymore
Remove hammer external helper
update convolve_environment_map to latest
Use the same rendering code as cubemap build system to narrow down differences
Fix flipping when copying texture with shaders
Flip Y when copying rendered view to cubemap
Remove depthmaptexture
Remove customcubemaptexture bool
Remove ggx_cubemap_blur_accumulation_pass_count - unused
Remove the cube cross stuff on cubemap builder, just to make things more clear
Remove UploadToCubemapArray
Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway
Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way
Load cubemap_feathering
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
Bump up cubemap camera zfar
Get the size of texture when calculating SH, don't assume 256
Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader
Add function to render tools to copy texture to cubemap slice
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 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
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)
Delete left over worldrenderer vpc
Remove more references to dota global light
Remove anything in ENABLE_LOD, keep the baked lod builder around though in case we want to try rendering it in the future
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
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)
Ensure screenshot folder exists when recording video
Restore the mixgraph we used to have, fuck knows if it's correct though https://files.facepunch.com/layla/1b1511b1/sbox_0131.mp4
New steamaudio impl
Hook it all up to soundsystem again
Add settings to gameinfo
Updated trace solver from valve
Shadergraph: Save prompt when closing with unsaved changes
Remove global light usage (used in dota pipeline?)
Remove unused deferred_light files
Delete sprite entities, mostly to get rid of the toolobject
Texture editor (#1259)
Creates 2D textures and basic 2D sprite sheets to avoid having to write vtex and mks by hand
Load sheet data from vtex json
Load from sheet data if we have more than 1 image
Trim the bullshit from vtex json, we only care about 2D and sprite sheets for now
Creating texture through context menu with multiple selected textures creates sheet
Custom button drawing for list property so they don't look awful
If we open editor with vtex with dmx encoding, just create empty texture file
Property sheet target can now just be the texture file
Only mark as modified if json has changed
Hook up properties to texture file settings we care about for 2D
Restore unmodified file on close if file has been modified and not saved
Allow windows to bypass closing (for save prompts etc)
Throw up save prompt when closing with unsaved changes
Add asset browser for quick drag drop of images
Use tab widget for 2d, array, cube types
Don't save if there's been no unsaved changes
ModelDoc: Add camera near Z setting
Copy tonemap params from ActivePostProcessEntity to scene camera tonemap params
Enable scene camera tonemap by default
Render texture in viewport preview
Support vtex in asset preview widget
Properties dock
SceneCamera Tonemap (#1251)
Add tonemap properties to SceneCamera
Add the remaining tonemap properties
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