1,883 Commits over 1,581 Days - 0.05cph!
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
Fix baked diffuse lights not appaering
Fix cascade shadows dissapearing with low FoV
Move SkyAtmosphere to it's own classlibrary
Pipe DoF stuff to pipeline through Renderingworld
Trim a bunch of HLVR rendering code
DevCam autofocus and bind DoF to C#
Post process with DoF
Merge branch 'master' of sbox
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
DoF / Motion blur testing dots on testmap
Skin shader compiled objects
Fixed skin transmission on viewmodel cascade and fixed seamless envmaps on skin transmission/two lobe specular
Merge branch 'master' of sbox
Testmap with a hole to test sun volumetrics
Use henyey-greenstein scattering term for more accurate volumetrics on dynamic lights
Fix CSM shadow flickering from volumetric fog
Skin shader compiled objects
Use classic cubemap fetch for two lobe specular, they are usually rough
Volumetric fog shader object without ghosting
Disable temporal reprojection from volumetric fog
Draw water stuff just before drawing translucents
Add SceneLayer to ModelEntity
Merge branch 'master' of sbox
Put WaterSea on water scenelayer
Organize scenesystem definitions, start binding ISceneLayer
Add per-basemodelentity scenelayerid and bind it
Tiny adjustments to CreateRawModel
Handle Water layers, assign custom scene layer ids
Cleanup and add option to fade to global cubemap if out of bounds
Fix seamless cube bounds
Disable screen aligned triangles for now and make water wave happen at the center rather than pointing up
Fix 2 lobe speculars
Add NumEnvMaps to shader part of the constant buffer
Pass number of envmaps to the shader
D_VIEWMODEL_PASS combo was accidentally set on VS rather than PS
Seamless cubemap blending
Add two lobes and cloth support to smooth cubemap transitions
Normalize cubemaps to maintain appropriate specular/diffuse balance
Merge branch 'master' of sbox
Add viewmodel combos to shaders that would be used in viewmodel
Fix met crashing when loading a material with invalid sshader
Move light management stuff to C++
Use Core Post_Process.vfx code instead of the one from HLVR
Fix wack fisheye lens appearing
Adapt sunLightObjNative to definition change
Implement conversion from Angle to forward Vector3 and vice versa
Finish base API for Light
SunLight base for directional light
Light cleanup
Cbasemodelentity def cleanup
Fix light types
Merge branch 'master' of sbox
Implement RecalculateDerivedValues and boilerplate in C#
Move lighttype enum to engine, document light and iterate it a bit
Merge branch 'master' of sbox
Typo
Move D_VIEWMODEL_PASS combo to specific shaders rather than having it in a shared fxc
Update shaders objects with self shadowing viewmodel
Merge branch 'master' of sbox
Nuke lightglue
Fix assertion when creating dynamic point lights
Wip light binds
Merge branch 'master' of sbox
Update AO proxies in some objects that were rescaled
Simple outline shader
Disable depth prepass for viewmodels
Pass offset in ao proxy downsample viewport to fix AO being broken in scaled
Merge branch 'master' of sbox
Viewmodel shadows 🔫👥
Add HideInFirstPerson sceneobjectflags and filter these out when drawing the viewmodel cascade instead of using a culling frustum
Merge branch 'master' of sbox
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Handle GlowState if it's in an invalid state when setting GlowActive
Merge branch 'master' of sbox
Bind and implement glow
Change signature
Merge branch 'master' of sbox
Fix assert on submitting depth resolve by passing correct info
Refactor how cascade textures are calculated to make it easier to later expand with extra cascade passes
Fix bug where CViewSetup was being unable to be resized properly
Delete a bunch of HLVR rendering code we don't use
Update groups with dependents of scenesystem changes
Merge branch 'master' of sbox
Refactor and add viewmodel depth prepass
Don't override far planes in viewmodels so it outputs consistent depth
Pass View to Pixel Coordinates matrix
Pass D_VIEWMODEL_PASS dynamic combo to viewmodels
Add screenspace_raytrace shader header
Add LightShadowMode enum
Merge branch 'master' of sbox
Add LightGlue
Split lightentity into a header
Update LightGlue
Bind LightGlue definitions
Bind stubs for LightEntity, LightSpot, Ortho, Directional and Env
Atmosphere, stars, sky, temp rebind skyatmosphere to env_sky, bind SetSkyLighting
Add stub for sbox_sky shader
Add GetCurrentSceneWorld() to GameGlue
Bind CSceneSkyboxObject, SceneSystem and stub for CSceneLightObject SunLightManager and SceneWorld
Add SkyboxObject to Sandbox.Game
Add C# reimplementation of env_sky
Stub for env_sky_atmosphere