userSam Pavloviccancel

1,418 Commits over 1,247 Days - 0.05cph!

1 Year Ago
Fix conflict on complex
1 Year Ago
Only bitch about deprecated prefix if the replacement exists, there are valid shaders that can exist with the prefixes (vr_stencil, etc)
1 Year Ago
Fix tools wireframe shaders
1 Year Ago
Add remainder of compiled user shaders
1 Year Ago
Initialize start register for constant buffers
1 Year Ago
We need constant buffer bindings in DX11 too
1 Year 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
1 Year Ago
Fix directional AO shipping without actual directionality
1 Year 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
1 Year Ago
Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU
1 Year Ago
CI worked perfectly with the previous thing, let's try without processor throttling
1 Year 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
1 Year Ago
Lower DEFAULT_ASSET_SYNC_COUNT to 8
1 Year Ago
Test content building with parallelization barriers
1 Year Ago
Don't assume a SrgbResourceView is valid if we don't actually have a m_pShaderResourceViewSrgb
1 Year Ago
Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections
1 Year Ago
1 Year 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
1 Year Ago
Only try to sample from reflection buffer if we have reflections defined at all on the shader
1 Year 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
1 Year 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
1 Year Ago
Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard
1 Year Ago
Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex
1 Year Ago
Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png
1 Year Ago
Fix incorrect blending on spritecard, makes render scene test pass
1 Year Ago
Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one
1 Year Ago
Disable aoproxy caching on models with animgraphs update shader objects
1 Year 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
1 Year Ago
Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo
1 Year 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
1 Year Ago
Update shaders with adjustments for tiled rendering
1 Year 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
1 Year Ago
Start binding VolumeCuller for ScenePortal
1 Year Ago
Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png
1 Year 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
1 Year Ago
Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png
1 Year 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
1 Year 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
1 Year Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders
1 Year 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
1 Year Ago
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
1 Year Ago
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
1 Year 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
1 Year 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
1 Year Ago
Serialize combos and which programs are used to kv3 Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
1 Year Ago
Fix boomer shaders to API changes, add vfx_c
1 Year Ago
Fix default mode on toolswireframe's unified shader
1 Year Ago
Fix partial shader loading requests on reload
1 Year 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
1 Year Ago
Fix replacement shaders not being loaded correctly