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798 Commits over 791 Days - 0.04cph!

Yesterday
Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness
Yesterday
Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth
Yesterday
Finish denoising and reprojection, only composite pixels that have really high confidence
Yesterday
Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer
2 Days Ago
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise
5 Days Ago
Bigger reconstruction radius if confidence sucks, avoid fireflies
6 Days Ago
Reproject from hit position
6 Days Ago
Better reconstruction and denoising
6 Days Ago
Do reprojection with higher precision, use SDF refletions if confidence is low
6 Days Ago
Just changing the view angles doesn't imply in confidence change, offset does
6 Days Ago
Iterate reconstruction and reprojection
6 Days Ago
Preliminary accumulation, composition and reprojection
7 Days Ago
Trace through mipchain Do last frame copy for SSR
7 Days Ago
Do mipped downsample of depth buffer for SSR, cleanup code more
7 Days Ago
Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap
8 Days Ago
Cleanup
8 Days Ago
Use actual depth from projection rather than a depth sample for initial fetch
9 Days Ago
Iterate on SSR
11 Days Ago
Iterate on SSR
12 Days Ago
Iterate on SSR
12 Days Ago
Add some extra constants to PerViewConstantBuffer_t
12 Days Ago
Fix shader lightmapping Update blendable shader Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl
12 Days Ago
Fix shader lightmapping Update blendable shader
12 Days Ago
Do downsampling in multiple passes, makes the code simpler, bypasses fuckery with the GPU memory controller and cost is basically the same Add remaining mip downsample levels
12 Days Ago
12 Days Ago
Move objecthighlight shader from code directory to content directory, fixes being able to join multiplayer games
13 Days Ago
Add remaining mip downsample levels
13 Days Ago
Do downsampling in multiple passes, makes the code simpler, bypasses fuckery with the GPU memory controller and cost is basically the same
14 Days Ago
Set maximum of 8 mixed light shadows at once, doesn't impact perf much
14 Days Ago
Adjust light heuristics Smooth fade in shadows
15 Days Ago
Mixed Shadows Rework (#710) * Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget * Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup * Let directional AO have falloff that better approximates to inverse square law * Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought * Have adaptive resolution for mixed shadows * Recode all mixed light selection heuristics 🍷 * Extract importance calculation to CalculateMixedLightImportance, finish it * Cleanup, remove rest of old mixed shadows heuristics that is unused now * Cleanup, do shadow computations every .1 seconds rather than evecry frame * Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed * Don't care at all for lights behind us that are not overlapping the player * Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible * More cleanup * Ortho lights trace on backwards direction, do shadow queries from light's perspective * Do backface culling on ortho lights too * Last final weighting adjustments
15 Days Ago
Last final weighting adjustments
16 Days Ago
Do backface culling on ortho lights too
16 Days Ago
Ortho lights trace on backwards direction, do shadow queries from light's perspective
16 Days Ago
More cleanup
19 Days Ago
Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible
19 Days Ago
Don't care at all for lights behind us that are not overlapping the player
19 Days Ago
Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed
19 Days Ago
Cleanup, do shadow computations every .1 seconds rather than evecry frame
19 Days Ago
Disable water reflections until Water rework, it's look slowly degraded over time to a point where it's looking worse than if on and taking too much frametime. We'll do it better. ClothingContainer.DressEntity disable trace and queries on clothing entities If switches are defined in command line, respect them when creating a ConVar Ingame console doesn't use templates anymore GameSetting use razor Menu back to horizontal Servers Widget Games widget Don't lowercase texture path when loading (because http can be case sensitive!) Hotload textures in the menu properly Add MenuUtlity.OpenFolder NewsWidget Style tweaks Event widget Navbar cleanup PlayerWidget Navbar cleanup Clean main menu styles new & trending Refresh server list widget automatically Reload materials on shader resource reload Comment out unknown command or convar log Merge branch 'master' of github.com:Facepunch/sbox ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png ui: scissor rects can have a transform matrix, scissor panels post transform position too - fixes lots of oddities with overflow: hidden and transforms before: https://files.facepunch.com/matt/1b0811b1/sbox_6te0egX6cg.png after: https://files.facepunch.com/matt/1b0811b1/sbox_BMeWLJ6w79.png ui test: transform rotated + border-radius scissor test ui: when rendering box-shadow never render under the box itself (using an inverse scissor rect) so transparent backgrounds look as they should before: https://files.facepunch.com/matt/1b0811b1/sbox_l0kQbIIJ1c.png after: https://files.facepunch.com/matt/1b0811b1/sbox_jVYco6DRg8.png Whitelist `System.Type.Equals( System.Type )` Whitelist compiler attributes required for C#11 required modifier Keep box-shadow within the original scissor so it doesn't overflow Package list sidebar glass style Dirty check PanelNode properly Add TreeNode.SetChildren Sidebar can be bigger now If the razor @ref is the wrong type then ignore it Fixup partydeck Merge pull request #712 from Facepunch/main-menu-sucks Main menu sucks Update yoga src to latest HEAD (adds gap support and some opt-in experimental fixes for making absolute positioning behave more like web) Get rid of old nuget yoga 1.5.0-pre1, replace with latest .net6 binary built from yoga#1207 Update yoga.vpc to build a DLL + build with /fp:precise otherwise the NaNs Yoga uses won't work Compile yoga with $NO_STANDARD_VALVE_CODE so we can use our yoga.dll in tests without tier0 dependency Fix Sandbox.UI.Test native dependency yoga.dll Yoga sanity unit test Fix Sandbox.UI.PositionMode not matching new YogaPositionType which has Static at the start now Might as well support `position: static` Default position is static and not relative, might break some ui where left/right/top/bottom have been misused w/o position: relative/absolute Hook up row-gap, column-gap and gap css properties Fix partydeck styles glass styles can use gap ! Delete yoga.dll now it's compiled Move Managed Tests to after native build - because we likely want some of the dlls to test Build native before managed Edited the wrong yaml New Clothing - Biker Jacket! https://files.facepunch.com/daniel/1b1011b1/sbox-dev_3rVxeZCbMB.jpg LODs and skinning adjustments coming ASAP Merge pull request #716 from Facepunch/update-yoga Gas cylinder fat refreshed gas cylinder model and bug fix Enable Yoga fixes for absolute position percentages not accounting for padding edges, and trailing column margin fat gas cylinder refined gibs Merge branch 'master' of sbox Store the filename and line number in StyleBlock Make PseudoClass available on IPanel Highlight panels with :hover in UI tree Hide a bunch of useless panel properties in inspector TabWidget can save its state Can see panel styles in inspector https://files.facepunch.com/garry/4a3983e5-f072-45ce-b746-b7b05234d8be.png Fix RenderTarget.GetTemporary not hashing properly, should fix UAV flag error Animgraph: Add warning when using model that has no animations Menu: Ignore #local in GameIcon, since we cache favourited packages, they were all returning as non-remote packages, and weren't able to be clicked to open their game front. Glass can now use any polygon shape https://files.facepunch.com/layla/1b1111b1/sbox_0025.mp4 updating materials/texture Add ServerInformation.MaxPlayers, fixed ServerInformation.ServerTitle being incorrect on client. Don't grab convars all the time for ServerInformation - do it properly in NetworkServer.FillInfo, so it's included in our manifest Stencil highlights (#701) * Initial work on stencil glows * Unbind SetStencilMode, not really needed, add clear with stencil support instead * Do custom blending to avoid overdraw and set render priority so outlines blend with eachother * Update shader * Bind pattern scroll scale to the shader and compile optimized shaer * Delete older highlight postprocess shader, actually bind clear with stencil support * Reduce number of iterations on thin lines * Remove pattern from being assignable in code, let it be done in material instead, * Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth * Remove standard shading code from highlight shader, doesn't need it at all * Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break Fix edge vignietting on single pass gaussian blur Merge branch 'master' into mixed-shadows-rework
19 Days Ago
Fix edge vignietting on single pass gaussian blur
19 Days Ago
Stencil highlights (#701) * Initial work on stencil glows * Unbind SetStencilMode, not really needed, add clear with stencil support instead * Do custom blending to avoid overdraw and set render priority so outlines blend with eachother * Update shader * Bind pattern scroll scale to the shader and compile optimized shaer * Delete older highlight postprocess shader, actually bind clear with stencil support * Reduce number of iterations on thin lines * Remove pattern from being assignable in code, let it be done in material instead, * Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth * Remove standard shading code from highlight shader, doesn't need it at all * Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
20 Days Ago
Initial work on stencil glows Unbind SetStencilMode, not really needed, add clear with stencil support instead Do custom blending to avoid overdraw and set render priority so outlines blend with eachother Update shader Bind pattern scroll scale to the shader and compile optimized shaer Delete older highlight postprocess shader, actually bind clear with stencil support Reduce number of iterations on thin lines Remove pattern from being assignable in code, let it be done in material instead, Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth Remove standard shading code from highlight shader, doesn't need it at all Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
21 Days Ago
Add LuxCore SDK Stubs for CPathTraceSceneInfoLuxCore, add LuxCore to VPC
24 Days Ago
Disable water reflections until Water rework, it's look slowly degraded over time to a point where it's looking worse than if on and taking too much frametime. We'll do it better.
24 Days Ago
Cleanup, remove rest of old mixed shadows heuristics that is unused now
24 Days Ago
Extract importance calculation to CalculateMixedLightImportance, finish it
24 Days Ago
Recode all mixed light selection heuristics 🍷
24 Days Ago
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup Let directional AO have falloff that better approximates to inverse square law Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought Have adaptive resolution for mixed shadows
24 Days Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer Add blurred downsample shader Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿 Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels Solve race condition on shader, do both axis sequentially Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup Let's not break the API, don't use UAV if we don't expect to use Mips Move GenerateMips back to Graphics since we're in a render block Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods Merge pull request #699 from Facepunch/fast-blurs-2 Fast Blurs