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1,728 Commits over 1,491 Days - 0.05cph!

1 Year Ago
Cleanup
1 Year Ago
Fix blendable only showing one channel
1 Year Ago
Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
1 Year Ago
Cleanup Shader ID preview, add more preview modes to tools UI
1 Year Ago
Fix CUBEMAP_REFLECTIONS debug view on both material api and valve code, needs a full shader compile Remove ShaderIDColors list, shader id colors list is generated procedually, add baked lightmapping debug modes to material API Recompile blendable with latest changes
1 Year Ago
Darken directional AO results a tiny bit to have better contact https://i.imgur.com/rLmUM0I.png Fix most debug views
1 Year Ago
Fix tangent generation not working correctly for ShadingModelValveStandard, fixes directional lightmaps looking messy on custom shaders https://i.imgur.com/JlZGHHH.png
1 Year Ago
Actually add ReprojectFromLastFrameSs to common.fxc
1 Year Ago
Do half pixel offset on intersection reprojection
1 Year Ago
Cleanup, move ReprojectFromLastFrame to common code
1 Year Ago
Fix noising with catmull-rom function
1 Year Ago
Cleanup, add Complex shader with SSR support
1 Year Ago
Copy back last denoised frame so that we don't collide with memory in CS Fix pixel fraction sampling on Catmull-Rom sampling
1 Year Ago
Some final tweaks and compile optimized shaders
1 Year Ago
Squashed commit of SSR branch Finish denoising Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4 Add downsample material for c++ side of downsampler
1 Year Ago
Don't use d3dcompiler helpers on vulkan DXC compiler, fix hlsl processor handling of include files Temp fix DXC not interpreting ShadingModel interface correctly
1 Year Ago
Remove generate_decal_normals If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
1 Year Ago
Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
1 Year Ago
Remove include files from deprecated rendering paths that should've been removed 2 years ago Remove DebugInfoLayerRenderColorizeSplits from legacy CSM code Remove include files that we removed from shaders that we still use, remove deprecated shaders
1 Year Ago
Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan
1 Year Ago
Cleanup IESLoader
1 Year Ago
Add IESLoader
1 Year Ago
Cleanup downsample_cs, move all TAA denoising from high quality reflections to denoise pass, get denoise pass nearly perfect
1 Year Ago
Reproject position correctly on 2 pass denoiser
1 Year Ago
Denoise in a separate step
1 Year Ago
Render Tags (#758) * Initial commit / backup * Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one * remove unused HasTag overload * Support "world" tag to render only or exclude static objects and hammer geometry * Typo * Include/exclude sunlight and other lights according to set tags * Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights * Let's respect the camera's exclude / render tags in HighlightRenderer * Add tag checks in DrawSceneObject too * Remove unused GetTags overload * Remove unused * ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags * GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag * Only ITagSet is a public interface, hide everything else away * Fix sillyness * Tags property Add cache for lobby member counts - should stop it taking up a bunch of frame time Add Saved Game styling for new lobby Merge branch 'master' of github.com:Facepunch/sbox Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary Menu: Scheduled Events (#750) - Added events widget to main menu based on data from https://asset.party Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning Initialize using hostfxr, Interop is c# dominant Fetch news dynamically on the main menu Add install script Make error nicer Use nethost to locate the dotnet installation Upload symbols last Update ci.yml Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay Fixed incorrect arguments for gamelobby.invite When joining from a gamelobby invite, navigate to /lobby/front Social: Fixed newest chat overlay message showing the wrong message, or no data at all Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init Fixed particles not going to sleep properly Now happens after the 10 second delay of not rendering like expected Setting a control point on a particle system wakes it up Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds. Do not error when precipitation volume entity is given empty particle paths Stop looping sounds on destruction of the sound entities snd_event_alignedbox and snd_event_point specifically Citizen/animgraph: some readability clean-up (node names, comments...) Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4 Don't mount local map projects when running the packaged version Request lobby data of advertised lobbies in chat so they stop appearing untilted Oops, Refresh was renamed RefreshData sometime today Added failing test for hotloading constructed generic MethodInfos Fixed hotloading generic MethodInfos Added extra test for MethodInfos with generic declaring types Added more delegate hotloading tests, one failing Fixed hotload case with lambdas in generic declaring type Fixes #759 Update shader builder Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4 ModelDoc: Copy bone merged flexes from parent Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4 Documentation pass Internalize some methods EntityComponent.ResetComponentId ScreenEffects.VignetteSettings.Apply Remove pointless IEntity overrides in Entity So that Entity can get IEntity's docs without extra work Added way to ignore assemblies by name in hotloads Ignore Sandbox.Tools during client / server / menu hotloads Fixes #765 Settings menu improvements (#770) * ButtonGroup can hold a value and treated as a form option * Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup * Each settings page has its own Restore Default/Cancel/Save Changes button * Fixed Save Changes button not highlighting when things are changed * Implement Restore Default action for all settings * Added .is-label to Glass styles, used it for settings labels * Stage keybind changes and only applied after pressing Save Changes Revert 1D blend changes - it's fucked Fix remainder of debug vis on Material API shaders Recompile blendable with debug vis support https://i.imgur.com/KcF0ZV0.png Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer Finish denoising and reprojection, only composite pixels that have really high confidence Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas Do TAA on hit confidence history Don't use scratch render targets for AO & Reflections, they don't give us a render target at the resolution we want, only the viewport, add FindOrCreateFrameBufferRT which is easier to work with instead, add denoising layer Add AddHighQualityReflectionsLayers to clean things up
1 Year Ago
Remove old previous frame stuff for velocity buffer, can do it better Do TAA on hit confidence history
1 Year Ago
Fix remainder of debug vis on Material API shaders Recompile blendable with debug vis support https://i.imgur.com/KcF0ZV0.png
1 Year Ago
Revert previous frame stuff for transform velocity calculation and other unused stuff Cleanup more bullshit on transform system Use a proper structure on transform buffer shader Remove all other unused and elective ExtraShaderData entries, we don't use them and they're just clogging the code Fix blendweights and tint in extradata, remove EXTRA_SHADERDATA_FORMAT on shared shader code Apply changes to legacy transforms too
1 Year Ago
Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas
1 Year Ago
Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness
1 Year Ago
Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth
1 Year Ago
Finish denoising and reprojection, only composite pixels that have really high confidence
1 Year Ago
Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer
1 Year Ago
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise
1 Year Ago
Bigger reconstruction radius if confidence sucks, avoid fireflies
1 Year Ago
Reproject from hit position
1 Year Ago
Better reconstruction and denoising
1 Year Ago
Do reprojection with higher precision, use SDF refletions if confidence is low
1 Year Ago
Just changing the view angles doesn't imply in confidence change, offset does
1 Year Ago
Iterate reconstruction and reprojection
1 Year Ago
Preliminary accumulation, composition and reprojection
1 Year Ago
Trace through mipchain Do last frame copy for SSR
1 Year Ago
Do mipped downsample of depth buffer for SSR, cleanup code more
1 Year Ago
Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap
1 Year Ago
Cleanup
1 Year Ago
Use actual depth from projection rather than a depth sample for initial fetch
1 Year Ago
Iterate on SSR
1 Year Ago
Iterate on SSR
1 Year Ago
Iterate on SSR