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

2 Years Ago
Add remainder of compiled user shaders
2 Years Ago
Initialize start register for constant buffers
2 Years Ago
We need constant buffer bindings in DX11 too
2 Years Ago
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
2 Years Ago
Fix directional AO shipping without actual directionality
2 Years Ago
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
2 Years Ago
Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU
2 Years Ago
CI worked perfectly with the previous thing, let's try without processor throttling
2 Years Ago
Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing
2 Years Ago
Lower DEFAULT_ASSET_SYNC_COUNT to 8
2 Years Ago
Test content building with parallelization barriers
2 Years Ago
Don't assume a SrgbResourceView is valid if we don't actually have a m_pShaderResourceViewSrgb
2 Years Ago
2 Years Ago
Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections
2 Years Ago
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
2 Years Ago
Only try to sample from reflection buffer if we have reflections defined at all on the shader
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard
2 Years Ago
Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex
2 Years Ago
Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png
2 Years Ago
Fix incorrect blending on spritecard, makes render scene test pass
2 Years Ago
Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
2 Years Ago
Disable aoproxy caching on models with animgraphs update shader objects
2 Years Ago
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
2 Years Ago
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
2 Years Ago
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
2 Years Ago
Update shaders with adjustments for tiled rendering
2 Years Ago
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
2 Years Ago
Start binding VolumeCuller for ScenePortal
2 Years Ago
Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png
2 Years Ago
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
2 Years Ago
Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders
2 Years Ago
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
2 Years Ago
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
2 Years Ago
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Serialize combos and which programs are used to kv3 Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
2 Years Ago
Fix default mode on toolswireframe's unified shader
2 Years Ago
Fix partial shader loading requests on reload
2 Years Ago
Append .vfx when loading compute shader since we treat them as direct files now Reference compiled shader rather than source on material dependency tree
2 Years Ago
Fix replacement shaders not being loaded correctly
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Rebuild all materials for good measure
2 Years Ago
Bitch when we're trying to load a shader with legacy name Fix ShaderMetadata