1,728 Commits over 1,491 Days - 0.05cph!
Add remainder of compiled user shaders
Initialize start register for constant buffers
We need constant buffer bindings in DX11 too
Initial rebase of shader assets into master
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Fix some icon types not being generated
Fix gameresource attributes not showing properly, fix warning on a material
Remove LoadInternal, simplify and clean stuff
Move compiled load of gameresource to gameresource
Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource
Load GameResources from addons when they are registered, previously they wouldn't be loaded properly
Don't bother compiling shaders if we don't have the source
Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member
Start exposing reflection data on shader resource
Fix metadata being erased on shaders :S
Preliminary reflection info for shader resources
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata
Rebuild all materials for good measure
Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor
Add vfx to enginetools path
Fix replacement shaders not being loaded correctly
Append .vfx when loading compute shader since we treat them as direct files now
Reference compiled shader rather than source on material dependency tree
Fix partial shader loading requests on reload
Fix default mode on toolswireframe's unified shader
Serialize combos and which programs are used to kv3
Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
Much better organize shader resource fields
Add ReadOnly stub attribute for DisplayInfo
Fix loading game resource when we don't have a compiled version
Pass each shader program as a field rather than a string when serializing to kv3, makes it better to organize it, also clean it up every time we compile
Don't add saving to assets tagged readonly
Update shaders
Update materials again
Don't add fields on empty stuff on serializing shaders, cleanup
ReadOnly property for ShaderResource
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
Rebase fixes
Fix directional AO shipping without actual directionality
Fix Shape Buffer not being generated and being cleared at wrong moment
Prototype directional AO, fix reflections not showing up on shaders
Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them
implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png
Implement capsule shape on reflections too
https://i.imgur.com/ZEf0dxa.png
Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies
Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png
Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts
Remove edge artifacting with ambient shadows
https://i.imgur.com/GV8SXq3.png
Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
Disable aoproxy caching on models with animgraphs
update shader objects
Cleanup, better do vignietting
Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
Fix aoproxy shapes of most standard props
Add support for high quality reflections in Complex shader
Add high quality reflection option to complex
Cleanup directional AO, have softer vigniette
Some more prop aoproxy adjustments
Fix flickering on directional AO probes
Readd AOProxy instancing, batch AOProxies by LPV
Increase precision of SDF tracing
Only try to sample from reflection buffer if we have reflections defined at all on the shader
Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels
Revert some experiments that shouldn't be in this branch
Update shader files
Sample default direction if we don't have a lightprobe
Fix VR perspective on directional AO and reflections
Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing
CI worked perfectly with the previous thing, let's try without processor throttling
Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU
Merge pull request #614 from Facepunch/aoproxies-suck
AOProxies Rework
Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU
CI worked perfectly with the previous thing, let's try without processor throttling
Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing
Lower DEFAULT_ASSET_SYNC_COUNT to 8
Test content building with parallelization barriers
Don't assume a SrgbResourceView is valid if we don't actually have a m_pShaderResourceViewSrgb
Sample default direction if we don't have a lightprobe
Fix VR perspective on directional AO and reflections
Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels
Revert some experiments that shouldn't be in this branch
Update shader files
Only try to sample from reflection buffer if we have reflections defined at all on the shader
Fix Shape Buffer not being generated and being cleared at wrong moment
Prototype directional AO, fix reflections not showing up on shaders
Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them
implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png
Implement capsule shape on reflections too
https://i.imgur.com/ZEf0dxa.png
Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies
Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png
Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts
Remove edge artifacting with ambient shadows
https://i.imgur.com/GV8SXq3.png
Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
Disable aoproxy caching on models with animgraphs
update shader objects
Cleanup, better do vignietting
Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
Fix aoproxy shapes of most standard props
Add support for high quality reflections in Complex shader
Add high quality reflection option to complex
Cleanup directional AO, have softer vigniette
Some more prop aoproxy adjustments
Fix flickering on directional AO probes
Readd AOProxy instancing, batch AOProxies by LPV
Increase precision of SDF tracing
Cleanup directional AO, have softer vigniette
Some more prop aoproxy adjustments
Fix flickering on directional AO probes
Readd AOProxy instancing, batch AOProxies by LPV
Increase precision of SDF tracing
Revert "Sprite card compiled shader with fixes"
This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f.
Fix typo on spritecard
Fix aoproxy shapes of most standard props
Add support for high quality reflections in Complex shader
Add high quality reflection option to complex
Sprite card compiled shader with fixes
https://i.imgur.com/B1O3Eqc.png
Fix incorrect blending on spritecard, makes render scene test pass
Cleanup, better do vignietting
Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
Disable aoproxy caching on models with animgraphs
update shader objects
Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts
Remove edge artifacting with ambient shadows
https://i.imgur.com/GV8SXq3.png
Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter
Update shaders with adjustments for tiled rendering
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR
Fix Undefined Behaviour In Tiled Rendering
Start binding VolumeCuller for ScenePortal
Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png
Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies
Implement capsule shape on reflections too
https://i.imgur.com/ZEf0dxa.png
Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them
implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR
Fix Undefined Behaviour In Tiled Rendering
Fix Shape Buffer not being generated and being cleared at wrong moment
Prototype directional AO, fix reflections not showing up on shaders
Remove viewmodels from renderingpipeline, remove D_VIEWMODEL_PASS, remove EF_VIEWMODELPASS, let's do it all on managed
Completely strip references of viewmodel pass in shaders and lighting system
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
Don't add saving to assets tagged readonly
Update shaders
Update materials again
Don't add fields on empty stuff on serializing shaders, cleanup
ReadOnly property for ShaderResource
Much better organize shader resource fields
Add ReadOnly stub attribute for DisplayInfo
Fix loading game resource when we don't have a compiled version
Pass each shader program as a field rather than a string when serializing to kv3, makes it better to organize it, also clean it up every time we compile
Serialize combos and which programs are used to kv3
Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
Fix default mode on toolswireframe's unified shader
Fix partial shader loading requests on reload
Append .vfx when loading compute shader since we treat them as direct files now
Reference compiled shader rather than source on material dependency tree
Fix replacement shaders not being loaded correctly
Initial rebase of shader assets into master
Fix Undefined Behaviour In Tiled Rendering
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Fix some icon types not being generated
Fix gameresource attributes not showing properly, fix warning on a material
Remove LoadInternal, simplify and clean stuff
Move compiled load of gameresource to gameresource
Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource
Load GameResources from addons when they are registered, previously they wouldn't be loaded properly
Don't bother compiling shaders if we don't have the source
Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member
Start exposing reflection data on shader resource
Fix metadata being erased on shaders :S
Preliminary reflection info for shader resources
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata
Rebuild all materials for good measure
Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor
Add vfx to enginetools path
Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor
Add vfx to enginetools path
Rebuild all materials for good measure
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata