userSam Pavloviccancel

1,445 Commits over 1,277 Days - 0.05cph!

1 Year Ago
No need for a mutex on AllocateTransforms
1 Year Ago
Use MSAA friendly discard for foliage, cleanup Object files for base addon shaders
1 Year Ago
Yank the internal includes out of foliage shader, make it work in our API Make Water compile with our new API, optimize it, have more accurate reflectance constant Add USE_CUSTOM_SHADING flag to skip default combos Make ToMaterialMultiblend compatible with our new API Object compile of base shaders with structured buffers working as intended 🙏
1 Year Ago
Temp disable multiview instancing combo to speed up compiles remove F_UNLIT and F_DISABLE_TONE_MAPPING from Complex, unlikely to help Trim complex a bit more
1 Year Ago
Adjustments, refactoring, cleanups and new strategy to bind transform buffers Rename BindTransformTextureAndInstanceIDBuffer to something friendlier Use thread safe allocations for transforms, fix transform alignment
1 Year Ago
Allow usage of VS_INPUT in geometry shaders Add new shaders with new transform slot sequence strategy
1 Year Ago
Add toon example shader Iterate example toon shading, add outlines
1 Year Ago
Squashed merge structured transform buffers Merge branch 'master' of sbox Add toon example shader Cleanup Use precision padding to make up for low precision upload to GPU, fix instancing padding on vr_lighting
1 Year Ago
Refactor and detangle instancing and transform buffer shaders, makes much better use of hlsl SIMD Remove unused EXTRA_SHADERDATA_TINTRGBA32, some other unused methods
1 Year Ago
Remove any other references to a 2D transformation buffer, make transformations use CUtlMemory for cleaner memory lifetime Further refactoring
1 Year Ago
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' of sbox Fixed MinMaxAttribute not working in Hammer Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? ) No point in having EnvironmentLightEntity derive from ModelEntity Hammer property titles once again generate with spaces [HideInEditor] works on asset properties Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null) Fix classes with [Net] malfunctioning if they have child classes Add TypeLibrary.FindStaticMethods Add PropertyDescription Fix MenuAttribute Support copying graphemes outside TextEntry too Improve console text selection Improve behaviour of label selection if drag rect is negative size Add GameResource to Recent opened list when saving in inspector Add GameResourceEditor Fix Replicated ConVar's not replicating locally Fixed certain types being displayed as structs in Inspector Namely double and int64 Fixed non public methods not working as Hammer inputs Trim all the unused addon stuff out of IApplication etc Fix error in JsonSerializerOptionsUpgrader on hotload Don't give alternate flags when querying DX11 display mode list Fix crash when registering the minidump handler due to addon stuff being removed Fixed verbose hotload log formatting Improve tonemap controller preview in Hammer Pain day 3 for game template Network Client.IsUsingVR New Outfit Piece! - Summer Shorts New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging. Summer shorts also have LODs. https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files Fixed MinMaxAttribute using min as max in Hammer Display( Description = .. to Description( .. in engine Merge in drawhud Draw2D.TextSize returns a Rect Vector3.ToScreen can take a ScreenSize, returns nullable Vector2 Citizen/animgraph: second draft of big weapon branch refactor intercom pallet - tweaks fixed broken normal map on pallet Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code Remove vconsole tools we're definitely never gonna use .. and some more Fix clothes showing in wardrobe multiple times Add morph inheriting for in game models Mouse wheel zoom in and out of face on avatar dresser LOD override dropdown Add sbox_feature_inheritlods Update material icons Balaclava LOD fixes Fixes to Lods so no longer clipping in the head model! Add clear context menu to asset property Add DressSceneObject to ClothingContainer, to condense code repetition SceneObject can replace materials based on attribute value Clothing has EyeMaterial Add gown clothing item Add replacement attribute to citizen skin/eyes Fix skins to use new system Allow right click > open in editor for asset properties Delete junk Fix dress layers Skin5 eyes Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting & more comments Fix NRE in WaterController if PhysicsGroup is not valid Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab Added failing hotload test for static initonly HashSets Added ConcurrentQueueUpgrader Fixed in-place hotload of a HashSet<T> Allow individual types to be added to hotload SkipUpgrader Skip hotload for types in System.Net.Http and System.Text.RegularExpressions Fixed some false negatives when checking if a type is blittable Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader Only start addon worker threads when first needed Make sure hotload verbose log works with and without -tools Cache which static fields need to be watched in hotload Some extra timing info for hotload Added InstanceUpgrader.GetUpgraderOrDefault<T>() DefaultUpgrader field caching, now uses auto-skip Update groups.vgc Added networked attribute based material replacement to ModelEntity Don't force GC collect on hotload, since we're doing it 3x for every compile More persistent caching between hotloads HotloadManager name consistency More timings Revert "Disabled transform structured buffer by default, will be reenabled soon" This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22. Fix instance ID buffer on structured buffers Reenable multiview instancing on shader Update core shaders with structured buffers Cleanup some things and set baseline before major transformation logic refactor Part 2 of baseline cleanup Merge branch 'structured-transforms' of sbox into structured-transforms Remove m_transformAllocator, trim most redundant code out of transfomation
1 Year Ago
Cleanup some things and set baseline before major transformation logic refactor Part 2 of baseline cleanup
1 Year Ago
Update core shaders with structured buffers
1 Year Ago
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again Fixed MinMaxAttribute not working in Hammer Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? ) No point in having EnvironmentLightEntity derive from ModelEntity Hammer property titles once again generate with spaces [HideInEditor] works on asset properties Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null) Fix classes with [Net] malfunctioning if they have child classes Add TypeLibrary.FindStaticMethods Add PropertyDescription Fix MenuAttribute Revert "Disabled transform structured buffer by default, will be reenabled soon" This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22. Fix instance ID buffer on structured buffers Reenable multiview instancing on shader
2 Years Ago
Revert "Disabled transform structured buffer by default, will be reenabled soon" This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22.
2 Years Ago
Merged new-shader-api Disabled transform structured buffer by default, will be reenabled soon Update base.vfx with the base from standard.vfx
2 Years Ago
Cleanup Update thirdpartylegalnotices More cleanup Add ExtraLightData for area lights and LightTypeAreaType_t to make it easy to expand
2 Years Ago
Add Area Light postprocessing methods Iterate lighting and shading data
2 Years Ago
Fix spazzing on structured buffers on unskinned meshes Some rework on structured transform buffers, pass correct offsets (in theory)
2 Years Ago
Fix sphere reflection, add smooth fade
2 Years Ago
Add adjustable roughness and metalness configuraiton to lpv debug grid Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid Fix some shading problems
2 Years Ago
Fix compile
2 Years Ago
Ball impostors for layla https://cdn.discordapp.com/attachments/967087958266114048/970305957269762048/unknown.png C++ part of ball impostors Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
2 Years Ago
Add class and interface language support to VFX Compiler Make base class an optional parameter for VFX classes Allow members to be static or have other identifiers on VFX Add class_member_definition to VFX variable parser on ANTLR
2 Years Ago
2 Years Ago
Flag to renderdevice that we want to use structured buffers Adjustments to structured buffer transforms
2 Years Ago
Tag code as NOT using constant buffers, as we are using structured buffers now Support for both Constant and Structured buffer
2 Years Ago
Strip texture transform entirely from scenesystem Fix shader code related to structured buffer transforms
2 Years Ago
Move away from a cbuffer to a structured buffer Set the config on transform_buffer correctly
2 Years Ago
Merge branch 'new-shader-api' of sbox into new-shader-api-premerge Iterate on shading, cleanup internal sbox_pixel Add new standard.vfx ubershader Merge branch 'master' of sbox into new-shader-api-premerge Mixed light support Iterate on new shader api, make inputs take preprocessed shaderparams rather than pixelinput and material data Boost ambient occlusion on hemispheric light coming from up-down Merge branch 'master' of sbox into new-shader-api-premerge Lightmapped direct light support, better define shading struct Merge branch 'master' of sbox into new-shader-api-premerge Merge branch 'master' of sbox into new-shader-api-premerge Start using classes for shading itself Merge branch 'master' of sbox into new-shader-api-premerge Remove warnings, iterate on class-based shading, cleanup tidy up api Strip ShadeParams from lighting data, that should be exclusive to shading classes More indirect lighting work DFG Lookup table Unclustered seamless cubemaps, fix view ray Add DFG texture sampler to shader
2 Years Ago
Have position offset on orbitcamera Better air control, tap for short hops, hold for long jump https://cdn.discordapp.com/attachments/963075472437178449/965698988047233124/sbox_0002.mp4 Add walljump Add ledge grab Improved waljump https://i.imgur.com/CBaoXjJ.mp4 Tidy up ledgegrab Adjust jump power for new jump behaviour Adjust walljump and ledgegrab add LedgeGrab and WallJump to PlatformController Disable camera collision for now until I finish orbiting camera, make camera orbit player if we move camera manually Merge branch 'main' of sbox-platformer
2 Years Ago
Add shading methods, cleanup api
2 Years Ago
Use world normals for material, start implementing IndirectLight, MixedLight and StaticLight, cleanup, move ambient occlusion to IndirectLight
2 Years Ago
Iterate over new lighting api, cleanup, add stubs for MixedLight and IndirectLight, add LightShade struct
2 Years Ago
Make base class an optional parameter for VFX classes Allow members to be static or have other identifiers on VFX Use classes for dynamic light Add class_member_definition to VFX variable parser on ANTLR
2 Years Ago
Add multi select combo box, use it for enum flags in property editor https://files.facepunch.com/layla/1b0511b1/sbox-dev_bxdOgE3sui.png Remake multi select combo box for enum flags in pure C# (needs styling) Adjust input settings layout to scroll Input settings style tweaks Fix out of range exception Fix map & resource path lists shrinking in addon editor Fix CheckBox not pulling package meta bool binds Fix up/down arrow caret navigation on multiline inputs Fix caret position on newline characters Previous fix missed an edge case and did not work with emojis, hope this way isn't shit Documentation and other minor code adjustments Prop gibs now inherit material group Delete engine break commands, and replace some useful ones with c# implementations ModelDoc: Give the user a chance to copy a model into an addon dir if they try to import a model from outside an addon dir Remove engine break commands code Citizen: updated unicycle pedaling animation Switch to new api urls Tools doesn't need its own package query function Force CBasePlayer transmit always Fix NRE when deserializing a dictionary that ends up with a null key Citizen/unicycle: added sequences for fast pedaling and leaning Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals Citizen/unicycle: updated balance sequences Citizen/unicycle: fixed a couple mistakes Recompile sbox_glass Remove usage of PropertyAttribute in Decal asset Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway Theme consistency Fix StartLobby errors Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning Ignore ResetLatched in IV_PHASE_RENDERING Populate main menu screen with trending games SceneSystem - ignore objects with invalid bounds if it ain't in this spawn group, how can it be in the pvs? Fast return if setting model but model didn't change Fix menu exception when gameicon doesn't have info yet ContainsInterpolationVarsForPhase return false if rendering Package Updated/Created is DateTimeOffset Icon showing updated within last day Simplify switching to local api Fixed client not knowing particle names Add class and interface language support to VFX Compiler
2 Years Ago
Iterate on lighting for new api, split baked and dynamic lighting
2 Years Ago
Trim core shader code, add pixel.lighting.hlsl
2 Years Ago
Start work on new base shader, remove old emissive combos
2 Years Ago
Accidentally removed ripple collision, let's put it back Merge branch 'master' of sbox Merge branch 'master' of sbox Tweak ripplecompute, clamp collision and ripple size
2 Years Ago
Fix missing summary tag close on ScenePortal
2 Years Ago
Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4
2 Years Ago
Refactor water, allow for moveable surfaces Add ripples simulation forces for moveable water https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
2 Years Ago
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea Fix reflection vector on simple reflections
2 Years Ago
Add source files for Gauss https://i.imgur.com/zMD4T9I.jpg
2 Years Ago
Fix underwater caustics Pass Time.Delta to shader parameters Fix water collisions being wonky Minor tweaks on water Add surface roughness slider to water
2 Years Ago
Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj
2 Years Ago
Don't use nullable for water properties, set default value instead
2 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader Add render bounds for water, only render water if we are are looking at it's bounds Use two tone fog by default on test water Push latest water shader objects
2 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader