1,728 Commits over 1,491 Days - 0.05cph!
Fix TextureRTBuilder being created incorrectly
Bind GetSwapChainTexture
Bind GetSwapChainTexture all in C# instead so we don't have to recompile the entire engine, bind SwapChainHandle and SwapChainBuffer
Add width element to border-image, fix stretch borders, new tests
Iterating on borders
Finished API for border-image, still needs adjustments
Update border-image tests
Initial progress of border-image
Fix text opacity
Revert make TryReadLength ignore parentheses
Correctly parse things, support multiple elements in SetBackdropFilter, add Saturate parameter to API
Merge branch 'master' of sbox
Make TryReadLength ignore parentheses
SetBackdropFilter parser for blur and PanelBackdropFilter API
Change blur tests to comply with CSS spec
Initial tests for filter-blur property
Optimize cssbox borders with combos rather than runtime branching
Remap depth value in DoF to actual game units
Merge branch 'master' of sbox
Fix buttons having wrong debug indexes on developer toolbar
Reflection adjustments to testmap
Fix edges on seamless reflections, needs shader recompile
Remove old conflicting simple and complex shaders
Recompile ocean with better seamless borders
Initial methods for border-image, stub for setting a gradient from image, set image from texture rather than URL
Make SetBackground in Styles.Set method lambda polymorphic
Fix squareish round borders being incorrectly set
Iterating on borders, change how borders are calculated to something simpler and better
Finish the equation for cssbox borders that works universally
Fix border alpha
Remove a few pointless border tests
Split Shadow C# class into TextShadow and BoxShadow
Add Layla's border test
Add TextColor as dynamic parameter to ui_text vmat
And also compiled object
Fix emoji edges on text
Fix cssbox with mixed size border size and colors
Fix cssbox border color space
Sharpern text
Return ui_text to use bilinear fetch, paint the clear color with the text color so AA will not be jagged on edges and keep sharp
Shader objects for cssbox and text
Cleanup ui_text and force custom point sampling if not rendering to world
Fix border color being in wrong color space, fix borders having aliased transition
Add extra tests to borders
Wip better borders
Fix relative paths on the importer
Shut down previous transform texture on scenesystem shutdown
Make SDF voxelization & Sky Coverage baking an option in Hammer
Disable other rendering pipelines other than our main one
Make eyebrows use complex again so it's shading looks like before now that stuff is fixed
Fix scenesystem skipping objects that are partially translucent
Compiled textures for citizen's eyebrows
baked lighting variant of testmap
Allow translucent and alphatest on Complex
Change Citizen eyebrows to Hair shader to allow alphatest + translucency
Don't pass env map data to the extra shader data, since it's calculated elsewhere
Fix translucent shadows on sunlight
Remove unused deferred materials that are spewing verbose errors
Don't queue multiple threaded shader compiles and fix game unable to overwrite old shader file
Fix ingame shadercompiler reporting (null) after progress has started
Initial work on velocity buffer
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Yank texture transform recycler and reallocator and clean it up greatly
Bulk work of previous frame matrix information for velocity buffer with transformation textures
Merge branch 'master' of sbox
Analytical antialiased borders
greatly optimize cssbox and improve image quality
Variable border size
Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader
Merge branch 'master' of sbox
Fix typo of default type on comparing DoNotCastShadows attrib
Flag the whole object to not cast shadows only if all materials are set to not cast
Shader objecrts for Skin shader with SSS for static lights
Merge branch 'master' of sbox
Fix assertion on calling IsVisible on updating visibility
Fix AO proxies appearing on invisible objects or out of PVS
Fix bug where whole object would not cast shadows if one material would be flagged as not castable
Merge branch 'master' of sbox
Move glow stuff to Renderingpipeline rather than client
Update game console compiled css with what was on dev
Cleanup glow
More cleanup, HDR buffers
Nicer physgun glow color
Glow stencil shader
Reference on future steps
Merge branch 'master' of sbox
Remove references to Reflex Sights
Remove old SSAO
Readd editor visualization shader source
Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out
Strip out more HLVR code from our renderingpipeline ✂
Move Sandbox.Shaders to base addon, remove test shaders
Strip SM30 and deprecated shaders
strip SM40 shaders that have 50 variants
Remove vr_ prefix from shaders except for actual virtual reality related shaders
Compat layer for existing assets that use old shader names
Remove deprecated shaders from source as well to tidy things up, we can reference them still if we need
Remove prefix on source as well
Get mixed shadows working
Subsurface scattering for baked lights
Further cleanup lightcomponent
Merge branch 'master' of sbox