userSam Pavloviccancel
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645 Commits over 1,461 Days - 0.02cph!

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
Fix "bloomy" depth of field
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
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
3 Years Ago
Better fix for AMD driver bug on DoF, wrap around problematic instruction
3 Years Ago
Initial SDF tracing optimizations until multipass rewrite Fix DoF on AMD
3 Years Ago
Do sanity check with maximum number of instances too
3 Years Ago
Fix black boxes appearing on instanced info for SDF shapes
3 Years Ago
Fix system crash while rendering water due to AMD drivers
3 Years Ago
Shaders with clipplane support
3 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
3 Years Ago
Fix bottled liquid rendering
3 Years Ago
Fix Water shader not appearing correctly in tools CalculateWorldSpacePositionMultiview is a shared function now
3 Years Ago
Build shader stuff with VS2012
3 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
3 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
3 Years Ago
Removed construct vpk, not meant to be commited
3 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
3 Years Ago
Fix shaders
3 Years Ago
Add timeout-minutes to the core job descriptor as well
3 Years Ago
Adjust timeout limit for shader ci job
3 Years Ago
Fix typo
3 Years Ago
Only trigger warning once if we are using an unsupported VR controller Refactor shaders to fix VR
3 Years Ago
Fix build
3 Years Ago
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
3 Years Ago
Remove unused include from morph
3 Years Ago
Fix core shaders
3 Years Ago
Increase number of transformation slots
3 Years Ago
Make blendable compile with new base shader headers
3 Years Ago
Fix CUBEMAP_REFLECTION ToolsVisMode
3 Years Ago
Fix shaders not compiling, fix skinning being broken Fix path in visualization shaders
3 Years Ago
Fix global cubemaps being blended while still in bounds of env_cubemap
3 Years Ago
Fix screenspace particles being downscaled, fix possible division by zero
3 Years Ago
Fix lighting on custom shaders
3 Years Ago
Add D_SKINNING Add D_SKINNING combo
3 Years Ago
Fix compiling of translucent and alphatest base shaders Set new default vfx modes if that wasnt set in the shader Add missing global parameters and fix syntax to compile translucent shaders
3 Years Ago
Use 32 bit depth buffer Simplify Glow code and do custom stenciling Don't use 32 bit depth buffer in VR as we need stenciling
3 Years Ago
Matrix.ToString Assert only once if we are resolving outside the rect Add Render.ClipPlanes Iterate on compute API DispatchComputeShader on GameGlue for now User clipplanes on base shader Support for quad overdraw in developer toolbar Choose if SceneMonitorObject should render with HDR Render.Compute.Attributes didnt come with the cherrypick
3 Years Ago
Add tier0 definitions to steam_api.h Merge branch 'master' of sbox
3 Years Ago
Refactor CppPacker