1,819 Commits over 1,491 Days - 0.05cph!
Single pass downsample
Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
Add blurred downsample shader
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
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
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
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
Managed generic GPU buffers
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 ✂️
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
Fix monitor rendering in vr
https://i.imgur.com/RxCVQ2h.png
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
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
Tweak all gun materials, seemed their PBR values were all uncalibrated, let them have proper nice contract
Slide further if we are aiming down sights, feels much better, also do view offsetting if we are aiming down
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
Much better vaulting mechanic
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
Sprint viewbob and start of sliding roll
Allow aiming while crouching, lower the viewmodel a bit while moving
Sliding roll, cooler slide mechanic
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested objects
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
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.
We do want to depth prepass in monitor views, it's much faster
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
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
Remove vr_ prefix from things that aren't actually dependent on VR
Tie vr_foveated_rendering to autofidelity, optimize shaders a bit
Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo
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
Add convars for vr_foveated_rendering
Get center lens position from HMD, pass foveation parameters to GPU
Cleanup and update shader files
Remove old deprecated depth of field, cleanup checkerboard reconstruction
Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug
Granular foveated rendering, still needs cleanup
Remove subview stuff from vr.cpp, not neded in our case
Eyes have roughness mask too
https://i.imgur.com/tSxAguq.png
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
Rust player has the same eyes
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
Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug
Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering
Revert "Allow for point light mixed light shadows"
This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6.
Let's archive our old testmap here as well
Completely eliminate flicker on far fog clipmaps while reducing ghosting
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
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