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

23 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
23 Days Ago
Compiled shaders with ao viewporting changes
23 Days Ago
CommandLists SetConstantBuffer and be able to specify mip Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
23 Days Ago
Fix ambient occlusion in offsetted viewports
24 Days Ago
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
24 Days Ago
Compiled shaders with ao viewporting changes CommandList.SetData > CommandList.SetConstantBuffer [Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
24 Days Ago
Fix ambient occlusion in offsetted viewports Adjustments, default old components to ssao
24 Days Ago
Move AmbientOcclusion to Command Lists Constant Buffers in Command List Iterate minimum Camera.hlsl, no Time.hlsl for now
25 Days Ago
Camera.hlsl and Time.hlsl stubs
25 Days Ago
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
25 Days Ago
Update path of build-shaders, upload all shaders as artifacts
25 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update shaders, might get stumped with AO changes but i'll just build them back
26 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO Start moving gtao to command lists, adjustments
26 Days Ago
Start moving gtao to command lists, adjustments
26 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
26 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
26 Days Ago
Composite SSAO on Lighting rather than Blitting (#1677)
26 Days Ago
Update shaders, might get stumped with AO changes but i'll just build them back
27 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO Child camera executes command lists from camera it's taking attributes from Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly Fix validaiton error in old AO where we were writing normals when never bound Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly
27 Days Ago
vLevel isn't const
27 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions
27 Days Ago
Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there
27 Days Ago
Fix validaiton error in old AO where we were writing normals when never bound Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly
29 Days Ago
Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly
32 Days Ago
Fix typo
32 Days Ago
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
33 Days Ago
Child camera executes command lists from camera it's taking attributes from
33 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO
33 Days Ago
Specify .net 9 for shaders.yml Fix sampletexture_bicubic (is anything using it)? Compiled shaders with correct specular brdf
33 Days Ago
Fix sampletexture_bicubic (is anything using it)?
33 Days Ago
Specify .net 9 for shaders.yml
36 Days Ago
Penguin: Don't undefine lerp on expressioncalculator, we should see where it's using namespace std to get std::lerp wrongly, make it ifdef linux if all else fails Readd inline source compilation to renderdevicevulkan, do conversion to wchar directly
37 Days Ago
Specify setup-dotnet version for shaders.yml
38 Days Ago
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
38 Days Ago
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again
38 Days Ago
Cupertino: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets
39 Days Ago
rendersystemvulkan builds on all platforms lzma has inconsistent binary output dir
39 Days Ago
Vulkan: Exclusive fullscreen is only a thing on windows Vulkan: Pretty sure this compilation step in renderdevicevulkan goes unused now, checking once game boots again Add dxc & dxcompiler from Vulkan build, organize this all in win64/osxarm64 Add MoltenVK directly Vulkan adjustments for metal platform, OpenGL is nevermore on OSX
39 Days Ago
Mach Dxcompiler binary not really compatible, might be tricky to use microsoft's dxc without dxil, a task for another day Add hlsl_shader_compiler_stub
39 Days Ago
platform_compile_base had this seemingly unused GUID identifier that was causing conflicts in both lzma and dxc winadapter Get WinAdapter working for Dxc
39 Days Ago
Remove some dead code that cause issues on clang, particles were all using wrong function signature, are these dead code too? Refactor stuff to work on linux/mac, mostly platform typos Shader compilation only on windows right now, dxc should support other platforms, add Mac version of dxcompiler lib anyway
39 Days Ago
[REVIEW, DONT MERGE?] Cupertino/Penguin: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals
39 Days Ago
Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base
39 Days Ago
Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms
39 Days Ago
NEON: MaxComponent doesn't exist, use Vector::LargestComponent() [DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId(), should fuck off with shapemanager Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL Clang doesn't like conditionals for this, make if else explicit wtf
39 Days Ago
Cupertino: Update VPC binary for OSX
39 Days Ago
Cupertino: libSDL2-2.0.0.dylib > libSDL2.dylib Cupertino: Target OSX 15.0 Cupertino/Penguin: Link SDL against tier0 too Cupertino/Penguin: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl
39 Days Ago
Cupertino/Penguin: Some more platform guards, tier0_utils_base.h not being declared, Invoke ErrorReport crash without dummy variable, fixes unused variable warning Cupertino: Link to SDL implicitly on source_exe_posix_base.vpc, add the dingus to the folder if you're working on a new platform
39 Days Ago
Cupertino/Penguin: Unmangle SDL in other platforms too, we're trying other platforms and you're still alive
39 Days Ago
[Pick] Use multiplatform SDL config instead of one hardcoded for windows, might make more sense to eventually just use mainline SDL2 entirely