1,582 Commits over 1,430 Days - 0.05cph!
Remove unused include from morph
Increase number of transformation slots
Don't use skinning at all for UI shaders
Fix bone blending with compute buffers
Compile legacy shaders with the default shader model (5_0), allow them to use D_SKINNING if we can
Better verbosity if loading incompatible or outdated shader
Support for constant buffers for previous data transforms used in velocity buffer
Fix shaders not building with new skinning system
Use constant buffer for transform
Add VFX ABI version
Move constant buffer combo to a define
Fix some legacy code used for debug visualizations
Pad nBlendWeightCount to fix AMD issues if using texture transform data
Make blendable compile with new base shader headers
Fix CUBEMAP_REFLECTION ToolsVisMode
Fix shaders not compiling, fix skinning being broken
Fix path in visualization shaders
Fix global cubemaps being blended while still in bounds of env_cubemap
Fix screenspace particles being downscaled, fix possible division by zero
Fix lighting on custom shaders
Add D_SKINNING
Add D_SKINNING combo
Fix compiling of translucent and alphatest base shaders
Set new default vfx modes if that wasnt set in the shader
Add missing global parameters and fix syntax to compile translucent shaders
Use 32 bit depth buffer
Simplify Glow code and do custom stenciling
Don't use 32 bit depth buffer in VR as we need stenciling
Matrix.ToString
Assert only once if we are resolving outside the rect
Add Render.ClipPlanes
Iterate on compute API
DispatchComputeShader on GameGlue for now
User clipplanes on base shader
Support for quad overdraw in developer toolbar
Choose if SceneMonitorObject should render with HDR
Render.Compute.Attributes didnt come with the cherrypick
Add tier0 definitions to steam_api.h
Merge branch 'master' of sbox
Disabke reading embedded shaders for a second to fix ci
Comment out shaderproc from CI for a bit
Intial work on ShaderProc to pack shader headers
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Set default shader modes if none were found in shader
Allow for usage of PixelInput, VertexInput etc instead of PS_INPUT, VS_Input
Add default compile target and make parameter optional
Common base shader stuff
Update baseshader
Fix normals on base shader
Pack helper shaders too
Merge pull request #30 from Facepunch/shaderproc
Integrate ShaderProc to pack shaders cleaningly to user compilation
Update baseshader
Fix normals on base shader
Add default compile target and make parameter optional
Allow for usage of PixelInput, VertexInput etc instead of PS_INPUT, VS_Input
Set default shader modes if none were found in shader
Intial work on ShaderProc to pack shader headers
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Support for quad overdraw in developer toolbar
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Intial work on ShaderProc to pack shader headers
Iterate compute API
Choose if SceneMonitorObject should render with HDR
Matrix.ToString
Assert only once if we are resolving outside the rect
Add Render.ClipPlanes
Iterate on compute API
DispatchComputeShader on GameGlue for now
User clipplanes on base shader
Give option to copy HDR framebuffer with CopyFrameBuffer() and add GrabDepthBuffer()
Calculate hash from a stringtoken of resource id rather than a random one
Allow lightcookies to be baked on path tracer
Remove silly blinking Vis Reflectivity Warning on albedo and reflectivity visualization
Pass which light cookie a light desc uses to path tracer as a hash rather than as a handle to not mess distributed processing
Merge branch 'master' of sbox
Add support for Irradiance Color Scale on hammer
Flag old blend shader as deprecated
Fix VR spectator viewport being messed up
Fix blank lightcookie slice data not being set
Fix text overlays not displaying correctly in VR
Fix crash when playing without VR
Add vr to groups vgc
Enable VR Multiview instancing with tools enabled
Check if multiview is enabled from the VR manager, not from combo
Don't render viewmodels on cubemaps
Revert "Check if multiview is enabled from the VR manager, not from combo"
This reverts commit c49cbeb1bbb22b9877ede24cb4d962c0947901b7.
Enable multview instancing on debug overlays
Don't spam that we are trying to resolve a rect outside of bounds, but rather assert
Pass gravity normal to shader on liquid update, pass bubbles correctly
Reimplement liquid logic in a generic fashion in managed code
Make lightcookie preview on hammer work properly
Don't render hidden in first person objects if light object is set as first person
Revert "Rework VR spectator view to work on console view, still need to fix offset"
This reverts commit 2f1fa0584ab9e4c52d2f9cc5cdbd7f37e86c9b36.
Rework VR spectator view to work on console view, still need to fix offset
Increase VR cull frustum
Merge branch 'master' of sbox
Remove VR hack, get autofidelity working better, make VR viewport not mess up when we change the player viewport
Merge branch 'master' of sbox
Fix culling frustom culling objects near VR headset border