userSam Pavloviccancel
branchsbox/mastercancel

567 Commits over 1,277 Days - 0.02cph!

2 Years Ago
Fix missing summary tag close on ScenePortal
2 Years Ago
Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4
2 Years Ago
Refactor water, allow for moveable surfaces Add ripples simulation forces for moveable water https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
2 Years Ago
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea Fix reflection vector on simple reflections
2 Years Ago
Fix underwater caustics Pass Time.Delta to shader parameters Fix water collisions being wonky Minor tweaks on water Add surface roughness slider to water
2 Years Ago
Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj
2 Years Ago
Don't use nullable for water properties, set default value instead
2 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader Add render bounds for water, only render water if we are are looking at it's bounds Use two tone fog by default on test water Push latest water shader objects
2 Years Ago
Faster, much better water caustics Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
2 Years Ago
Add seamless entry to water, fix splash and ripple height Iterate underwater fog Water cleanup
2 Years Ago
Send blank info about splashes to GPU if we have no new ripple force to simulate
2 Years Ago
Add two tone fog Fix refraction ray on water New normal sampling method for water, other fixes Finish overwater surface rewrite, optimize normal function even further Readd horizon aliasing reduction to new normal method Only clamp to AABB in RippleCompute if our computing radius is big enough
2 Years Ago
Disable debugview on water
2 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible Add RenderTargetSize to ScenePortal Fix assertions when trying to copy depth texture in some rare occasions 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 Update PlanarReflection API with reflection direction Simplify water input Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring Iterate on underwater pass of water, start adding refraction to it, major cleanup Add a blank slice after the renderer has initialized when trying to add first lightcookie slice Remove high quality shadows Remove game specific attributes recording Merge branch 'water-refactor3' of sbox
2 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape Aoproxy_splat objects
2 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
2 Years Ago
Update sceneobject flags, remove VR_ prefix
2 Years Ago
Delete a bunch more code from other games and remove their rendering pipeline flags
2 Years Ago
Fix aliasing on DoF, remove unneeded passes
2 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
2 Years Ago
Pass selfillum to material helper
2 Years Ago
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it
2 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'
2 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
2 Years Ago
Fix "bloomy" depth of field
2 Years Ago
Disable Valve's HIGH_QUALITY_SHADOWS, saves us a shader combo too
2 Years Ago
Give 1px offset on reflections
2 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
2 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
2 Years Ago
use full res reflection buffer & depth if rendering in sfm Updated objects for blendable shader with SFM fixes
2 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
2 Years Ago
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
2 Years Ago
Better fix for AMD driver bug on DoF, wrap around problematic instruction
2 Years Ago
Initial SDF tracing optimizations until multipass rewrite Fix DoF on AMD
2 Years Ago
Do sanity check with maximum number of instances too
2 Years Ago
Fix black boxes appearing on instanced info for SDF shapes
2 Years Ago
Fix system crash while rendering water due to AMD drivers
2 Years Ago
Shaders with clipplane support
2 Years Ago
Squashed commit of the following: commit 217109a5adba3c34c692381e9eca132d95e3f7ea Author: Sam Pavlovic <sam@volvosoftware.com> Date: Fri Dec 31 15:52:10 2021 -0300 Refactor shader part of sdf reflections to use batched constant buffer commit 6c2e9f91c6eb865a70dd9f4c3f7aa6d26f3cbdd6 Author: Sam Pavlovic <sam@volvosoftware.com> Date: Fri Dec 31 15:50:25 2021 -0300 Fix SDF reflections being rendered incorrect with instanced meshes, fix crash when out of memory pool commit ca6cd533ced39f51d935953ee721f6771d4b1f28 Author: Sam Pavlovic <sam@volvosoftware.com> Date: Tue Dec 21 17:26:22 2021 -0300 Iterate on AOProxy batching commit 9c5e6b102493d6a67e3302a1276675da4063f92e Author: Sam Pavlovic <sam@volvosoftware.com> Date: Wed Dec 15 15:38:26 2021 -0300 Simplify citizen ao proxies commit 3df5dde99ab9e7eb8b3670340dff448e4c890673 Merge: f352744a4 88e59e22a Author: Sam Pavlovic <sam@volvosoftware.com> Date: Sun Dec 12 02:03:21 2021 -0300 Merge branch 'master' into sdfobjectreflections commit f352744a45a5d70d6606c8796881ef97c6f8b4b3 Author: Sam Pavlovic <sam@volvosoftware.com> Date: Wed Dec 1 18:36:06 2021 -0300 SDF shape batcher commit 6dbb4b1abdbfa6f75c00ae70a65b29a3bb576271 Author: Sam Pavlovic <sam@volvosoftware.com> Date: Wed Dec 1 13:51:46 2021 -0300 Initial commit for sdf reflections Shader objects for blendable with high quality reflections Add high quality reflections as a combo in blendable, make it a static combo High quality reflections on glossy concrete https://i.imgur.com/NemzZof.png
2 Years Ago
Fix bottled liquid rendering
2 Years Ago
Fix Water shader not appearing correctly in tools CalculateWorldSpacePositionMultiview is a shared function now
2 Years Ago
Build shader stuff with VS2012
2 Years Ago
Fix reflection vector for planar reflections on water Fix reflection scale in planar reflections in water Fix clip planes to be able to use matrices Remove Render.ClipPlane.cs, we'll do it simpler Don't do depth prepass on monitor views, pass values from clip plane parameters to GPU Expose scenemonitorobject attributes Add attributes to monitorsceneobject and add clipplanes to it Refactor clipplanes on shaders Refactor watersceneobject, rework on planarreflection Remove comments that are no longer applicable Compile water shader
2 Years Ago
Fix water fetching depth even without a depth texture, also fixes asserts on tools Fix error on water parameters if they arent set at all
2 Years Ago
Removed construct vpk, not meant to be commited
2 Years Ago
Merge h2o into h2o staging for integration testing Adjust tunnel combined light for water on construct and remove old water sceneobject Move all sdfreflection code to shared code temp way to pass proxy mesh constants to main pipeline, batch them later only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem Move sbox_water to water, make shaders load without sbox_ prefix pass sunlight constants on a static sunlight Pass object velocity to splash calculation Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea Change parameters of default water material Disable reflections by default on water Add water material property, fix some things with reflection and splash Add water properties in construct vmap Shader objects for water Remove debug print Update watersplash_cs.vfx with our shared includes Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Use our shared includes on water vfx Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Unroll loop in water.shared Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> delete test_sdfreflections Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic Move ripples to a combo Remove high quality reflections from this branch Use generic AddCube function instead of reimplementing it Make debugview internal Make combos in water a bool rather than byte Merge branch 'master' into h2ostaging Merge pull request #124 from Facepunch/h2ostaging New Water
3 Years Ago
Add bloom for panels, make panels render with HDR for now
3 Years Ago
Fix text rendering not snapping correctly to pixels again
3 Years Ago
Flag old envmap indices as unused
3 Years Ago
Dont automatically set vr_multiview_instancing and disable forcing it off