userSam Pavloviccancel

1,838 Commits over 1,522 Days - 0.05cph!

3 Years Ago
Aoproxy_splat objects
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape
3 Years Ago
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
3 Years Ago
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
3 Years Ago
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible
3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API
3 Years Ago
Update sceneobject flags, remove VR_ prefix
3 Years Ago
Delete a bunch more code from other games and remove their rendering pipeline flags
3 Years Ago
Fix aliasing on DoF, remove unneeded passes Initial work on dof rewrite Iteration on DoF rewrite
3 Years Ago
Fix aliasing on DoF, remove unneeded passes
3 Years Ago
Render objects hidden in first person on monitors, render player's own reflection on water, make it easier to programatically set up default values on layers
3 Years Ago
Much better way to handle hide in first person
3 Years Ago
Fix RippleCompute under latest changes Add horizon aliasing reduction for water
3 Years Ago
Merge branch 'water-rework' into water-refactor2
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework
3 Years Ago
Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
3 Years Ago
Pass selfillum to material helper
3 Years Ago
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it
3 Years Ago
Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas
3 Years Ago
Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side
3 Years Ago
Squashed commit of what was on master as this has been out of main branch for long Naive shadow atlas downsampling test
3 Years Ago
Pass number of mixed cascades to shader
3 Years Ago
Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
3 Years Ago
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify
3 Years Ago
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable https://i.imgur.com/AVIUGLb.jpeg Merge branch 'master' of sbox Merge branch 'master' of sbox Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code Refactor glass, fix refraction Merge branch 'shader-quick-refactor'
3 Years Ago
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable https://i.imgur.com/AVIUGLb.jpeg Refactor glass, fix refraction Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
3 Years Ago
Refactor glass, fix refraction
3 Years Ago
Merge branch 'master' of sbox Merge branch 'master' of sbox Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
3 Years Ago
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code
3 Years Ago
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable https://i.imgur.com/AVIUGLb.jpeg
3 Years Ago
Fix "bloomy" depth of field
3 Years Ago
Bind hammer properties to watersceneobject Add Render.IsRenderingMainView to check if current view is the main one, and not a monitor rendertarget
3 Years Ago
Add RemoveFlags to sceneview Move ripple texture data to a struct so we can have a cascade of them easily, fix clamping of ripple simulation position around borders Add water properties toggleable on hammer Floor view position so that sampling never gets fractional
3 Years Ago
Use SceneViewFlags_t instead of uint32 for flags SceneViewFlags in managed, bind ISceneView::GetFlags
3 Years Ago
Initial work on foliage vertex data generator Add FoliageVertexSwayGenerator node to editor
3 Years Ago
Disable Valve's HIGH_QUALITY_SHADOWS, saves us a shader combo too
3 Years Ago
Give 1px offset on reflections
3 Years Ago
Disable reflections when we run out of memory Fix 1px border in high quality reflections, fix hq reflections being offset when using non-dev console
3 Years Ago
Add test property to enable dynamic ambient occlusion on dynamic objects, add check if view is rendering on main view Remove silly assert on shapemanager Add monitor view flag to SceneViewFlags_t Fix assertion and rendering issues on tools with reflections
3 Years Ago
use full res reflection buffer & depth if rendering in sfm Updated objects for blendable shader with SFM fixes
3 Years Ago
Squashed commit of what was on sdf-reflection-optimizations Get new ShapeBuffer API on Compute Buffer again, simplify data structure Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check Fix typo on blendable Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere Allow high quality reflections to be composed on subviews
3 Years Ago
Fix typo on blendable Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
3 Years Ago
Squashed commit of what was on sdf-reflection-optimizations Get new ShapeBuffer API on Compute Buffer again, simplify data structure Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
3 Years Ago
Reimplement push shape data to buffer Flush data after encoding it rather than on frame start, header cleanup
3 Years Ago
Support colored input for reflections
3 Years Ago
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
3 Years Ago
Upload shape buffer data to the GPU with any arbitrary size beyond 4KB Bind shape buffer data to rendering pipeline and give support for multipass if we need it
3 Years Ago
Fix light bounces being black on multiblend materials