userSam Pavloviccancel

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

3 Years Ago
Tag code as NOT using constant buffers, as we are using structured buffers now Support for both Constant and Structured buffer
3 Years Ago
Strip texture transform entirely from scenesystem Fix shader code related to structured buffer transforms
3 Years Ago
Move away from a cbuffer to a structured buffer Set the config on transform_buffer correctly
3 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
3 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
3 Years Ago
Add shading methods, cleanup api
3 Years Ago
Use world normals for material, start implementing IndirectLight, MixedLight and StaticLight, cleanup, move ambient occlusion to IndirectLight
3 Years Ago
Iterate over new lighting api, cleanup, add stubs for MixedLight and IndirectLight, add LightShade struct
3 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
3 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
3 Years Ago
Iterate on lighting for new api, split baked and dynamic lighting
3 Years Ago
Trim core shader code, add pixel.lighting.hlsl
3 Years Ago
Start work on new base shader, remove old emissive combos
3 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
3 Years Ago
Fix missing summary tag close on ScenePortal
3 Years Ago
Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4
3 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
3 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
3 Years Ago
Add source files for Gauss https://i.imgur.com/zMD4T9I.jpg
3 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
3 Years Ago
Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj
3 Years Ago
Don't use nullable for water properties, set default value instead
3 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
3 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
3 Years Ago
Faster, much better water caustics Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
3 Years Ago
Add seamless entry to water, fix splash and ripple height Iterate underwater fog Water cleanup
3 Years Ago
Send blank info about splashes to GPU if we have no new ripple force to simulate
3 Years Ago
Add two tone fog Fix refraction ray on water New normal sampling method for water, other fixes Finish overwater surface rewrite, optimize normal function even further Readd horizon aliasing reduction to new normal method Only clamp to AABB in RippleCompute if our computing radius is big enough
3 Years Ago
Disable debugview on water
3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible Add RenderTargetSize to ScenePortal Fix assertions when trying to copy depth texture in some rare occasions Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan Update PlanarReflection API with reflection direction Simplify water input Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring Iterate on underwater pass of water, start adding refraction to it, major cleanup Add a blank slice after the renderer has initialized when trying to add first lightcookie slice Remove high quality shadows Remove game specific attributes recording Merge branch 'water-refactor3' of sbox
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape Aoproxy_splat objects
3 Years Ago
Aoproxy_splat objects
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape
3 Years Ago
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
3 Years Ago
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
3 Years Ago
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible
3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API
3 Years Ago
Update sceneobject flags, remove VR_ prefix
3 Years Ago
Delete a bunch more code from other games and remove their rendering pipeline flags
3 Years Ago
Fix aliasing on DoF, remove unneeded passes Initial work on dof rewrite Iteration on DoF rewrite
3 Years Ago
Fix aliasing on DoF, remove unneeded passes
3 Years Ago
Render objects hidden in first person on monitors, render player's own reflection on water, make it easier to programatically set up default values on layers
3 Years Ago
Much better way to handle hide in first person
3 Years Ago
Fix RippleCompute under latest changes Add horizon aliasing reduction for water
3 Years Ago
Merge branch 'water-rework' into water-refactor2
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework
3 Years Ago
Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
3 Years Ago
Pass selfillum to material helper
3 Years Ago
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it