655 Commits over 1,491 Days - 0.02cph!
Shut down previous transform texture on scenesystem shutdown
Make SDF voxelization & Sky Coverage baking an option in Hammer
Disable other rendering pipelines other than our main one
Make eyebrows use complex again so it's shading looks like before now that stuff is fixed
Fix scenesystem skipping objects that are partially translucent
Compiled textures for citizen's eyebrows
baked lighting variant of testmap
Allow translucent and alphatest on Complex
Change Citizen eyebrows to Hair shader to allow alphatest + translucency
Don't pass env map data to the extra shader data, since it's calculated elsewhere
Fix translucent shadows on sunlight
Remove unused deferred materials that are spewing verbose errors
Don't queue multiple threaded shader compiles and fix game unable to overwrite old shader file
Fix ingame shadercompiler reporting (null) after progress has started
Initial work on velocity buffer
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Yank texture transform recycler and reallocator and clean it up greatly
Bulk work of previous frame matrix information for velocity buffer with transformation textures
Merge branch 'master' of sbox
Analytical antialiased borders
greatly optimize cssbox and improve image quality
Variable border size
Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader
Merge branch 'master' of sbox
Fix typo of default type on comparing DoNotCastShadows attrib
Flag the whole object to not cast shadows only if all materials are set to not cast
Shader objecrts for Skin shader with SSS for static lights
Merge branch 'master' of sbox
Fix assertion on calling IsVisible on updating visibility
Fix AO proxies appearing on invisible objects or out of PVS
Fix bug where whole object would not cast shadows if one material would be flagged as not castable
Merge branch 'master' of sbox
Move glow stuff to Renderingpipeline rather than client
Update game console compiled css with what was on dev
Cleanup glow
More cleanup, HDR buffers
Nicer physgun glow color
Glow stencil shader
Reference on future steps
Merge branch 'master' of sbox
Remove references to Reflex Sights
Remove old SSAO
Readd editor visualization shader source
Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out
Strip out more HLVR code from our renderingpipeline ✂
Move Sandbox.Shaders to base addon, remove test shaders
Strip SM30 and deprecated shaders
strip SM40 shaders that have 50 variants
Remove vr_ prefix from shaders except for actual virtual reality related shaders
Compat layer for existing assets that use old shader names
Remove deprecated shaders from source as well to tidy things up, we can reference them still if we need
Remove prefix on source as well
Get mixed shadows working
Subsurface scattering for baked lights
Further cleanup lightcomponent
Merge branch 'master' of sbox
Fix baked diffuse lights not appaering
Fix cascade shadows dissapearing with low FoV
Move SkyAtmosphere to it's own classlibrary
Pipe DoF stuff to pipeline through Renderingworld
Trim a bunch of HLVR rendering code
DevCam autofocus and bind DoF to C#
Post process with DoF
Merge branch 'master' of sbox
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
DoF / Motion blur testing dots on testmap
Skin shader compiled objects
Fixed skin transmission on viewmodel cascade and fixed seamless envmaps on skin transmission/two lobe specular
Merge branch 'master' of sbox
Testmap with a hole to test sun volumetrics
Use henyey-greenstein scattering term for more accurate volumetrics on dynamic lights
Fix CSM shadow flickering from volumetric fog
Skin shader compiled objects
Use classic cubemap fetch for two lobe specular, they are usually rough
Volumetric fog shader object without ghosting
Disable temporal reprojection from volumetric fog
Draw water stuff just before drawing translucents
Add SceneLayer to ModelEntity
Merge branch 'master' of sbox
Put WaterSea on water scenelayer
Organize scenesystem definitions, start binding ISceneLayer
Add per-basemodelentity scenelayerid and bind it
Tiny adjustments to CreateRawModel
Handle Water layers, assign custom scene layer ids
Cleanup and add option to fade to global cubemap if out of bounds
Fix seamless cube bounds
Disable screen aligned triangles for now and make water wave happen at the center rather than pointing up
Fix 2 lobe speculars
Add NumEnvMaps to shader part of the constant buffer
Pass number of envmaps to the shader
D_VIEWMODEL_PASS combo was accidentally set on VS rather than PS
Seamless cubemap blending
Add two lobes and cloth support to smooth cubemap transitions
Normalize cubemaps to maintain appropriate specular/diffuse balance
Merge branch 'master' of sbox
Add viewmodel combos to shaders that would be used in viewmodel
Fix met crashing when loading a material with invalid sshader
Move light management stuff to C++