usermattcancel

1,668 Commits over 1,188 Days - 0.06cph!

5 Hours Ago
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
Today
Build shaders
Today
Vulkan 1.2 is minimum requirement, device support remains the same. We already required several extensions that are core in 1.2 such as descriptor indexing Shaders compiler uses scalar layout instead of std140/std430 layout (VK_EXT_scalar_block_layout is core in 1.2) This is a much less confusing layout for structures in HLSL, allowing for tighter packing and generally matching their C++/C# counter parts. e.g: ```hlsl struct T { float a_float; float3 b_float3; } ``` The size of struct T was previously 32 bytes with GL layout and is now 16 bytes. The offset of b_float3 was previously 16 bytes and is now 4 bytes with scalar layout. More info on rules (previously GL, new Scalar) microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst#memory-layout-rules https://maraneshi.github.io/HLSL-ConstantBufferLayoutVisualizer/
Today
Optimze Pixmap.FromTexture (don't swizzle the format 3 times) 4096x4096 339ms -> 115ms 2048x2048 90ms -> 50ms 1024x1024 20ms -> 10ms Bottleneck is going to be the data read from GPU -> CPU, not much else to do
4 Days Ago
Materials store the shader version they were compiled against, added Source( ShaderVersion ) for shaders to query what the current material was compiled against for backwards compatability Blendable: Use hemi octahedron encoded normals same as complex for better quality, remove a redundant texture lookup per layer, remove the 5th unused blend layer because wtf https://files.facepunch.com/matt/1b1811b1/mspaint_qIv6MYpn8Y.png
5 Days Ago
2d sdf lines, rects, arcs with analytical anti aliasing (lines are most complicated, other shapes are easy, no instancing yet, can be collapsed into 1 shader for every shape)
6 Days Ago
Fix failing to start game if VRSystem returns nullptr for extensions
6 Days Ago
Material.FromShader uses path and not just name - allows shaders of same name in different folders
8 Days Ago
Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
8 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView CSceneObject::GetCTransformUnaligned() Delete random Hammer shit
8 Days Ago
Don't use shadercache if we're force recompiling. Output total time.
9 Days Ago
Leftover log, useless include
9 Days Ago
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
11 Days Ago
Add referenced resources in the Scene to the vmap. Fixes Facepunch/sbox-issues#6839
12 Days Ago
Tripmines parent to what they were placed on (moving platforms, doors, etc.)
12 Days Ago
Explosions mark DamageInfo.IsExplosion = true Tripmines are damageable, shooting attributes the kill to the shooter, explosions cause a delayed explosion Look for damageable components in parents instead of children, needed for tripmine children colliders and makes more sense?
13 Days Ago
13 Days Ago
Hide/Unhide works on Hammer GameObjects Resolves Facepunch/sbox-issues#7200
13 Days Ago
Delete all this dota grass code
13 Days Ago
Add dump_scene concmd, puts a clone of the current scene onto the clipboard for debugging MapInstance: Don't delete all our children we've just received from the network snapshot Mounted VPKs are part of the snapshot, we need these mounted before we deserialize the received scene / networked objects
14 Days Ago
14 Days Ago
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
15 Days Ago
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
15 Days Ago
ci build-menu uses new path
15 Days Ago
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
15 Days Ago
Hammer Wireframe Overlay: white wireframe color works again Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
16 Days Ago
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16 Days Ago
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16 Days Ago
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18 Days Ago
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22 Days Ago
Obsolete GpuBuffer.UsageFlags.Counter, Structured and Append both have it automatically, this flag was only for D3D11. Both VK and D3D12 behave the same way for this.
22 Days Ago
Whitelist System.IParsable Closes Facepunch/sbox-issues#7253
22 Days Ago
Whitelist System.UInt128 Closes Facepunch/sbox-issues#6892
22 Days Ago
Whitelist a few assembly attributes a library was using
22 Days Ago
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23 Days Ago
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23 Days Ago
Vulkan: Structured buffers also have a UAV hidden counter
24 Days Ago
Add GpuBuffer.UsageFlags.Counter for usage with structured buffers Enables IncrementCounter and DecrementCounter in HLSL Can also use GpuBuffer.SetCounterValue and GpuBuffer.CopyStructureCount These both previously and still do work with Append buffers Added default 0 offset parameter to GpuBuffer.CopyStructureCount
27 Days Ago
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27 Days Ago
Make wireframe models work in Hammer again, colored without a combo. Fixes Facepunch/sbox-issues#7215 Build shaders
29 Days Ago
Add needed modes to template shaders, this ToolsVis combo is the plague
33 Days Ago
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
35 Days Ago
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
36 Days Ago
Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file
36 Days Ago
Lightbinner layer managed Fix ObjectHighlight.shader
36 Days Ago
Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants
36 Days Ago
Santa Outfit (#1743)
36 Days Ago
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
36 Days Ago
Remove last few cloud references from core files
36 Days Ago
Make Join Game work through Steam