userSam Pavloviccancel

1,819 Commits over 1,491 Days - 0.05cph!

1 Year Ago
Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
2 Years Ago
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
2 Years Ago
Add blurred downsample shader
2 Years Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer
2 Years Ago
Managed generic GPU buffers Support multidimensional arrays on vfx parser Allow delegating color space when generating mipmaps UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Add higher level GenerateMipMaps stub to Scenesystem, that allows for more downsampling strategies
2 Years Ago
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Add higher level GenerateMipMaps stub to Scenesystem, that allows for more downsampling strategies
2 Years Ago
Support multidimensional arrays on vfx parser Allow delegating color space when generating mipmaps UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
2 Years Ago
Managed generic GPU buffers
2 Years Ago
Cleanup & move glow component to base Initial work for SDF glows https://files.facepunch.com/ognik/1b2611b1/sbox-dev_ulizyuqJD0.jpg remove useless imports Drop our floor steps, 11 seems to be good enough from what I can tell? Fix glow for pain day, time to start trimming ✂️
2 Years Ago
Fix fallback shaders pointing to their deprecated counterparts, fixes ToolsShadingComplexity for the upcoming debug views refactor Much better directional ao falloff curve Use same AO directionality filter path on lightmapped materials to fix backface bleed Fix remaining .vfx references in code
2 Years Ago
Fix monitor rendering in vr https://i.imgur.com/RxCVQ2h.png
2 Years Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets Merge pull request #652 from Facepunch/vr-foveated-rendering VR Foveated Rendering
2 Years Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets
2 Years Ago
Tweak all gun materials, seemed their PBR values were all uncalibrated, let them have proper nice contract
2 Years Ago
Slide further if we are aiming down sights, feels much better, also do view offsetting if we are aiming down
2 Years Ago
Check stuck when activating vaulting, add better checks for that, also dot to movment wish direction (not actual velocity) should be positive to that vector
2 Years Ago
Much better vaulting mechanic
2 Years Ago
Don't sprint while crouching that's silly, and enable firing while sliding Nice sprint viewmodel bob Change sliding offsets ADS should feel instant Cleanup mechanic, give hint that view changes should be handled by mechanic
2 Years Ago
Slide sound
2 Years Ago
Sprint viewbob and start of sliding roll Allow aiming while crouching, lower the viewmodel a bit while moving Sliding roll, cooler slide mechanic
2 Years Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested objects
2 Years Ago
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
2 Years Ago
Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d.
2 Years Ago
We do want to depth prepass in monitor views, it's much faster
2 Years Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png
2 Years Ago
Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable
2 Years Ago
Typo :S
2 Years Ago
vr_msaa is VR exclusive
2 Years Ago
Remove vr_ prefix from things that aren't actually dependent on VR
2 Years Ago
Cleanup AO functions
2 Years Ago
Tie vr_foveated_rendering to autofidelity, optimize shaders a bit
2 Years Ago
Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo
2 Years Ago
Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars
2 Years Ago
Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files
2 Years Ago
Remove old deprecated depth of field, cleanup checkerboard reconstruction
2 Years Ago
Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup
2 Years Ago
Remove subview stuff from vr.cpp, not neded in our case
2 Years Ago
Eyes have roughness mask too https://i.imgur.com/tSxAguq.png
2 Years Ago
2 Years Ago
Don't cutoff rough high quality reflections, we already have optimizations to deal with that, fix directionality of directional AO when there's no lightmaps https://i.imgur.com/eA8f4pJ.png
2 Years Ago
Rust player has the same eyes
2 Years Ago
Eye shader now adapts the iris to the luminosity of the env 👀 https://i.imgur.com/lLUm03S.png Add parallax to citizen's eyes https://i.imgur.com/ItsxkjG.png
2 Years Ago
Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug
2 Years Ago
Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering
2 Years Ago
Revert "Allow for point light mixed light shadows" This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6.
2 Years Ago
Let's archive our old testmap here as well
2 Years Ago
Add map for fog testing
2 Years Ago
Completely eliminate flicker on far fog clipmaps while reducing ghosting
2 Years Ago
Make voxel resolution from env_volumetric_fog_controller be less confusing and match the description of combined lights, default indirect lighting to 1, increase draw distance
2 Years Ago
Allow for point light mixed light shadows Remove old lightbinner that isn't used Remove FOG_LIGHTING_MODE_BAKED_NOSHADOWS, it's only used for hammer preview and just confuses people, default lights to affect fog Make Henyey-Greenstein curve from dynamic fog match luminosity of baked fog, improve TAA on fog https://imgur.com/a/h4G7Qr4 Fix baked fog