userSam Pavloviccancel
branchsbox/reverse-zcancel

22 Commits over 30 Days - 0.03cph!

5 Months Ago
Process particles in a GameSystem, all at the same time, to benefit from multithreading DynamicSceneObject can take vertex span instead of one at a time Fix NRE in Collider.RebuildImmediately Fix SoundEvent.GetNextSound random not using the full range of sounds GameObjectSystem metrics Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609) https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png Start pending components before physics step - fixes physics step running before joints are created ByteStream Rewrite (#1610) * Added failing ByteStream stress test * Rewrite ByteStream to use Span / ReadOnlySpan where possible Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506) Update Facepunch.ActionGraphs * Optimization when cloning * Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743) Fixed Facepunch/sbox-issues#5752 Fix OnComponentUpdate / OnComponentFixedUpdate not running Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4 Dictionary control widgets can't be edited when readonly Hotload: Skip some System.Text.Json types Fix some files (.razor) not opening in code editor from compile status window Simplify scene ref gizmos, fix leak when closing scene Terrain can import splatmap from png, tga, jpg, psd Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner Add algorithmVersion to vtex crc if GGXCubeMapBlur Increment sky shader version, forces material rebuild, which forces a texture rebuild Restore Toggle Gizmos shortcut (not sure if this was done on purpose) Fix incorrect min max for int AnimParam Add option names to enum AnimParam Package.Type.Gamemode becomes Package.Type.Game Can publish any asset, scene + prefab previewers Published assets can optionally include source files Fix Warnings Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4 Make sure any scene light properties ask native for their value so they can never go out of sync Add binds we'll need for sceneobject serialization Bind light desc so we can create a light directly from desc Merge branch 'master' into reverse-z
5 Months Ago
Revert changes to sky.shader now that g_flFarPlane has the correct value in reverse-z
5 Months Ago
Fix shadow bias with new Reverse-Z shadow compatibility
5 Months Ago
Fix SSAO with Reverse-Z Update shaders with new Reverse-Z shadow compatibility Fix shadow bias with new Reverse-Z shadow compatibility
5 Months Ago
Do Reverse-Z worldtoshadow in lightbinner rather than in shader code, makes existing old shaders have proper shadows with just our compatibility mode https://files.facepunch.com/sam/1b0211b1/kzfuxUK73z.png
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png Shaders with reverse-z and IBL
5 Months Ago
Envmap Ambient Lighting + Sky Envmaps (#1568)
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
5 Months Ago
Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
5 Months Ago
Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes Add shadow depth bias on matrix Compile UI shaders for inverse depth Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png Update shaders
5 Months Ago
Update shaders
5 Months Ago
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean Fix SSR backtracing and confidence check ( and Depth::GetLinear() ) https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
5 Months Ago
Add shadow depth bias on matrix Compile UI shaders for inverse depth
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes
5 Months Ago
Fix glass and decal overlays depth bias
5 Months Ago
DoF with reverse depth Shaders for reverse depth
6 Months Ago
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
6 Months Ago
Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth
6 Months Ago
Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable )
6 Months Ago
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png
6 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug