userSam Pavloviccancel
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1,342 Commits over 1,247 Days - 0.04cph!

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
1 Year Ago
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
1 Year Ago
Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely
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
1 Year Ago
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code" This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c. Revert "Fix perspective on ui shader" This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
1 Year Ago
1 Year Ago
Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
1 Year Ago
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
1 Year Ago
Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png
1 Year Ago
ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI
1 Year Ago
Add stub custom load methods for shader
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Don't use error.vfx if we are not on tools mode (Issue 415)
1 Year Ago
Add used shader as material dependency
1 Year Ago
Get boilerplate for managed asset compile
1 Year Ago
Iterate on shaders as assets
1 Year Ago
Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code
1 Year Ago
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
1 Year Ago
Fix intersection on box on tiled light builder, don't bother trying to get intersection inside of box Also reenable depth cull Bloat bbox a bit to catch edges, send updated compiled shader