1,819 Commits over 1,491 Days - 0.05cph!
Update shaders with the cleaned up code
keep old glass shader while the new one isn't merged in
Remove deferred lights from code, only care for the lightbinner we use
move remaining materials that use blend.vfx to blendable, delete blend.vfx
Merge branch 'shader-cull' of sbox into shader-cull
remove compiled files of the shaders we removed
Remove anything to do with aerial perspective, remove old glass shader
Remove wrinkle from complex, cleanup and cull some more shaders
remove complex and spritecard from build list, want to quickly test if everything is okay on CI
Reimplement spectator view
Remove more bullshit, start reimplementing a sane spectator view
More cleanup
Remove subview rendering, if we use foveated we'll roll our own solution
Cleanup shaders, compile renamed shaders
Remove vr warp and most of subview rendering
start removing vr_warp, modern HMDs don't need it
cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names
Correct and simplify standard shading model envmaps and lights
Make LPV use another shading model
Fix VR for tiled envmaps
Don't show Show Dev Shaders and Show Core Shaders checkbox outside internal builds
Fix intersections again
Disable depth culling for tiled envmaps for now
Object files for tiled
Reduce number of visible tiles
Fix tiled rendering on 3D Skyboxes
Shader files with cubemap index fix
Fix Box Intersect transformations on tiled light builder
Fix cubemaps reading garbage data
be less conservative with mixed shadows update radius
Further lighting adjustments to construct and the skybox
Properly fix cubemaps mips not being copied correctly to texture array
func_monitor material shouldn't be using base.vfx shader
Minor adjustments to construct lighting, make it energy conserving
https://i.imgur.com/gvkG09d.jpg
https://i.imgur.com/abTdmNg.jpg
Refactor and cleanup all core shaders, remove all warnings from core shaders
Update shader objects, remove example shader objects
Fix warnings on water
Fix typo
Shader objects for water
Fixed signed underflow on number of envmaps, fixe perfomance on some maps
Fix building vphysics2 on latest visual studio version
fix last cubemap not being sorted
Add iconv
Find ld from android ndk and fix LINUX_LIKE string
Add missing dependencies for msys
Add msys2 binaries to subfolder of devtools
Cleanup
Pass shell variable to make, makes it so we don't need to hack the path in
Also pass shell for these rather than the default shell
Redo makefile_base_posix closer to what valve did but without needing much undocumented preconfiguration
Append the platform we are targeting, update vpc and gitignore
Don't include windows-only headers, add ANDROID_NDK_TOOLCHAIN_DIR and ANDROID_PLATFORM definition to VPC tunneling, cleanup base makefile
Start getting builds to work, requires msys2 right now
Remove P4 crap from posix
Make VPC projectgenerator for android include multiple macros, Use Microsoft NDK instead of Google NDK, pass those macros to makefile_base_posix instead of duplicating them
Don't gitignore makefile_base_posix
Don't use cross compile make, use the one from NDK, deprecate any android target that isnt androidarm64
Update gitignore
Add coreclr as submodule
Update Mobile-Android-BuildAll batch file to use android building
Add coreclr vpc
Require android sdk + ndk for generating project files
Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
Remove jni_env and app_resources, gotta work around that, start building for Android AARCH64
Remove multigpu from vulkan, readd GetMaxDeviceAccessThreads()
Fix typos on coreclr and remove unittests from group
Add preliminary Developer-Android-Buildall batch
Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading
Correct box hit algorithm for tiled light builder
Fix shadow rescaler
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
Fix shader compilation
Fix spritecard compilation
Initial work for VR Instancing for tiled light rendering
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Remove magic number and reproject view for tiled light builder
Treat warnings as errors on shader compilation on internal builds
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix warnings on blendable and commit shader objects
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar
Update shader objects
GPU driven Depth Culling for tiled rendering
Use half tile offset for tile coordinates
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Add BindingFlags.NonPublic to SetPropertyObject
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
Return max depth for tile, update object files
Add r_tiled_rendering_depth_cull
Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦
Tiled Rendering Support
Reduce queryable size of sphere, optimizes tile volume
skip backfacing queries on tiled light builder
Cleanup, dont pass depth on non depth prepass
Transform camera ray, fix typos when doing box intersection, oops
You should be seeing the good perf gains from tiled now
fix last cubemap not being sorted
Initial boilerplate
Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
Reduce queryable size of sphere, optimizes tile volume
skip backfacing queries on tiled light builder
Cleanup, dont pass depth on non depth prepass
Transform camera ray, fix typos when doing box intersection, oops
You should be seeing the good perf gains from tiled now
Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading
Correct box hit algorithm for tiled light builder
Fix shadow rescaler
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
Fix shader compilation
Fix spritecard compilation
Initial work for VR Instancing for tiled light rendering
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Remove magic number and reproject view for tiled light builder
Treat warnings as errors on shader compilation on internal builds
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix warnings on blendable and commit shader objects
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar
Update shader objects
GPU driven Depth Culling for tiled rendering
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
Return max depth for tile, update object files
Add r_tiled_rendering_depth_cull
Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦
Tiled Rendering Support
Add r_tiled_rendering_depth_cull
Return max depth for tile, update object files
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
GPU driven Depth Culling for tiled rendering
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar