userSam Pavloviccancel
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1,312 Commits over 1,216 Days - 0.04cph!

1 Year Ago
Re-compute the projection to world to ensure it is an accurate inverse of the world to projection, fixes projection matrices being wrong when you modify it with managed
1 Year Ago
Don't try to CPU write to tiled light buffer, that's all handled by GPU, hopefully fix undefined behaviour in Intel/Snapdragon, I'll do some testing on my surface duo
1 Year Ago
Fix some pathes Remove CompileTarget from vfx, we always compile for the shader models we want to target Delete vfx_c so that we can do a clean compile on server of new ABI for vfx_c Correct null check for OpenVCSFromVfxKV3
1 Year Ago
Remove deprecated targets and remove shader fallbacks
1 Year Ago
remove deprecated compile targets from met, fix shader loading on met
1 Year Ago
Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
1 Year Ago
Allow compiled-only GameResources to appear on asset browser Compile shader assets with our managed function
1 Year Ago
Add assignable categories to GameResources
1 Year Ago
Remove MET shader browser, let's make it sexy using asset system and our UI Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png Let's work on expanding GameResources much better than the previous attempt, let GameResource handle it's own loading rather than Asset, load which type of gameresource we want to load directly Allow shaders to be used as resource, add stub ShaderResource Managed compile for GameResource
1 Year Ago
Proper decal shader descriptor for skin
1 Year Ago
Border image and background image are better to be combos since they describe samplers Delete all VCS files Remove .ini files as well remove sbox_ prefix from stock materials
1 Year Ago
Remaining tools core shaders get their vr_ suffix yanked
1 Year Ago
Disable requirement for semantics when setting VertexInput on VFX
1 Year Ago
Sample fixed level to ignore hardware gradient mipmapping in dof, fixes warnings Remaining code to use attributes rather than combos for cssbox features Use decal_renderer instead of vr_decal_renderer for skin, remaining vmat files without referencing vr_ shaders
1 Year Ago
Remove hacks for appending vr_ when shader not found, remove functions for looking to VCS files
1 Year Ago
Remove vr_ prefix on all materials that still referenced it
1 Year Ago
D_SCISSOR isn't a combo anymore
1 Year Ago
remove any remaining references to vr_ prefix Outright remove vr_ prefix from shaders Add remainder of addon vfx_c shaders
1 Year Ago
Replace core vcs shaders as vfx_c
1 Year Ago
Replace core vcs shaders as vfx_c
1 Year Ago
Save raw data inside our vfx_c container Unserialize from vfx_c Unserialize combo properly too Some more cleanup, get base shaders in, let's compile the rest of the shaders now
1 Year Ago
Let's try it again and decimate from the top to bottom rather than rebuilding it from bottom to top, serialize multiple VCS programs in KV3 as is and we build from that
1 Year Ago
Pass the compiled info to the loaded vfx rather than reading the vfx again and expecting to have the results serialized
1 Year Ago
Put both worker and receive units into a single function Remove all work unit stuff, strip shadercompile to it's basics More cleanup
1 Year Ago
Need to set a CUtlBuffer to READONLY to read non null terminated data Serialize blob data of feature Cleanup
1 Year Ago
Remove CompileTarget from vfx, we always compile for the shader models we want to target
1 Year Ago
Remove vfx targets we'd never ever support, remove fallback table, deprecate d3d9 registers from shader
1 Year Ago
Nicely unserialize shader features Remove VMPI stuff from vfxcompile Print memory in decimals for verbose shader compiling
1 Year Ago
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths
1 Year Ago
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
1 Year Ago
Better serialize shader modes
1 Year Ago
Finish vfx_c serialization
1 Year Ago
Serialize vfx features
1 Year Ago
Let's use KV3 for vfx_c
1 Year Ago
Start writing vfx_c support WriteCompiledVfxFile Cleanup Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
1 Year Ago
Right click compile shaders, set GameResource load function as sealed
1 Year Ago
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools Fix some sanity checks Forgot this, pass asset name as string for now Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself ShaderResource in game code
1 Year Ago
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself ShaderResource in game code
1 Year Ago
Disable seamless fade for dof, better to keep the nice translucent sorting for now
1 Year Ago
Fix DoF stuff
1 Year Ago
Put DoF autofocus a bit behind the subject Tweak backfacing value a bit
1 Year Ago
Double the dof resolution, fix massive slowdown on zooming in backfacing samples
1 Year Ago
Fix DoF plane readd smooth mask Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
1 Year Ago
Return DofPanel far point to 10k units, but will get to fix focal plane reprojection
1 Year Ago
Limit DoF ray since our focus is more physically accurate now, fix collision on it
1 Year Ago
Front blur support, reduce artifacts Correct orientation space for dof, more adjustments Merge branch 'post-processing-sucks' of sbox into post-processing-sucks Adjustments to adaptive dof, gets blurrier the closer you focus, use another formula for calculating downsample Discard backfacing samples Fix alpha plane on dof Don't remap to viewport depth range, we need the absolute values Mask alphatest while keeping the cool fade Remove debug crap and push the shader objects
1 Year Ago
Front blur support, reduce artifacts Correct orientation space for dof, more adjustments
1 Year Ago
Rewrite 99% of dof Adaptive downsample dof Any size blur kernel, more cleanup Some more dof cleanup, am going to wrap up in the morning
1 Year Ago
Forgot this, pass asset name as string for now
1 Year Ago
Fix some sanity checks