1,819 Commits over 1,491 Days - 0.05cph!
Dont automatically set vr_multiview_instancing and disable forcing it off
Add timeout-minutes to the core job descriptor as well
Adjust timeout limit for shader ci job
Only trigger warning once if we are using an unsupported VR controller
Refactor shaders to fix VR
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
[DONT MERGE] Update construct wihtout water model to test new water rendering
Initial water work
Initial work for watersplash compute shader
Remove unused include from morph
Increase number of transformation slots
Don't use skinning at all for UI shaders
Fix bone blending with compute buffers
Compile legacy shaders with the default shader model (5_0), allow them to use D_SKINNING if we can
Better verbosity if loading incompatible or outdated shader
Support for constant buffers for previous data transforms used in velocity buffer
Fix shaders not building with new skinning system
Use constant buffer for transform
Add VFX ABI version
Move constant buffer combo to a define
Fix some legacy code used for debug visualizations
Pad nBlendWeightCount to fix AMD issues if using texture transform data
Make blendable compile with new base shader headers
Fix CUBEMAP_REFLECTION ToolsVisMode
Fix shaders not compiling, fix skinning being broken
Fix path in visualization shaders
Fix global cubemaps being blended while still in bounds of env_cubemap
Fix screenspace particles being downscaled, fix possible division by zero
Fix lighting on custom shaders
Add D_SKINNING
Add D_SKINNING combo
Fix compiling of translucent and alphatest base shaders
Set new default vfx modes if that wasnt set in the shader
Add missing global parameters and fix syntax to compile translucent shaders
Add default modes to base shader
Use 32 bit depth buffer
Simplify Glow code and do custom stenciling
Don't use 32 bit depth buffer in VR as we need stenciling
Glow shader with custom stencil
Matrix.ToString
Assert only once if we are resolving outside the rect
Add Render.ClipPlanes
Iterate on compute API
DispatchComputeShader on GameGlue for now
User clipplanes on base shader
Support for quad overdraw in developer toolbar
Choose if SceneMonitorObject should render with HDR
Render.Compute.Attributes didnt come with the cherrypick
Add tier0 definitions to steam_api.h
Merge branch 'master' of sbox
Disabke reading embedded shaders for a second to fix ci
Comment out shaderproc from CI for a bit
Intial work on ShaderProc to pack shader headers
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Set default shader modes if none were found in shader
Allow for usage of PixelInput, VertexInput etc instead of PS_INPUT, VS_Input
Add default compile target and make parameter optional
Common base shader stuff
Update baseshader
Fix normals on base shader
Pack helper shaders too
Merge pull request #30 from Facepunch/shaderproc
Integrate ShaderProc to pack shaders cleaningly to user compilation
Base shader
Iterate on baseshader, cleanup, make inputs consistent
some typo fixes
Merge pull request #1 from Facepunch/shaders
Add base shaders to game
Iterate on baseshader, cleanup, make inputs consistent
Update baseshader
Fix normals on base shader
Add default compile target and make parameter optional
Allow for usage of PixelInput, VertexInput etc instead of PS_INPUT, VS_Input
Set default shader modes if none were found in shader
Intial work on ShaderProc to pack shader headers
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Support for quad overdraw in developer toolbar
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Intial work on ShaderProc to pack shader headers
Iterate compute API
Choose if SceneMonitorObject should render with HDR
Matrix.ToString
Assert only once if we are resolving outside the rect
Add Render.ClipPlanes
Iterate on compute API
DispatchComputeShader on GameGlue for now
User clipplanes on base shader
Give option to copy HDR framebuffer with CopyFrameBuffer() and add GrabDepthBuffer()
Fix 1px bleeding on s&box logo in high resolutions
Make blendable have option to use tint mask in vertex painting