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1,593 Commits over 1,247 Days - 0.05cph!

3 Days Ago
rendersystemvulkan: remove unused legacy descriptor set update path to simplify further descriptor set changes VK_KHR_descriptor_update_template was promoted to Vulkan 1.1 and we target 1.2 minimum so descriptor update templates are always avaliable. Meaning we can remove the very complicated legacy path. Also removed KHR suffixes from the fast path to clarify it's not an extension.
4 Days Ago
vfx_vulkan: Separate the shared VS/PS/GS dynamic descriptor set into per-stage dynamic sets Reworks the single uber dynamic descriptor set containing every stage into 3 much smaller sets for each stage (VS/PS/GS). The main purpose of this is to remove the restrictions of not being able to use VK_EXT_graphics_pipeline_library with uniform texel buffers, storage images, storage buffers, storage texel buffers. (And we use a lot of dynamic StructuredBuffers now) Previously the only solution would be forced usage of a static descriptor set, however that isn't feasible for UGC or an easy to use engine. The layout now is: Dynamic set 0 - VS/CS Dynamic set 1 - PS Dynamic Set 2 - GS Set 3+ - static sets
4 Days Ago
Don't instant output dedicated server logs, queue them too - suspect crash fix
4 Days Ago
Restore the CONTENT search paths to fix models missing materials Even though 99% of searches no longer use it and still work fine. I suspect CDmFbxSerializer::FindMaterialResource has very specific behaviour for "GAME" vs "CONTENT" that makes it not resolve relative paths properly, this only occurs when there is no compiled file yet.
5 Days Ago
g_pApplication can be nullptr very early on
5 Days Ago
ci: upload symbols before build shaders to diagnose crash
5 Days Ago
Check Managed::SandboxEngine::IsReady() before spewing log
5 Days Ago
ShaderCompiler: Output failures at the end, cleanup garbage before exiting Console apps don't buffer native log messages Remove random include from envmap_filtering_cs
5 Days Ago
Reapply "Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash" ExternalDescriptorSet needs to be described across VS/PS stages, put it in common.fxc (there are some shaders that will/can never use it like unlit) Fixup descriptor name hash for outdated ugc shaders Build shaders # Conflicts: # game/addons/base/Assets/shaders/terrain/cs_terrain_sculpt.shader_c
6 Days Ago
Set Hammer window icon from managed since it's technically a managed window
6 Days Ago
Handle right click on title bar
6 Days Ago
Don't PreJIT in editor, it adds a couple of seconds to startup time Unused IAssetSystem::OverrideAssetsWithVPK Stick a cache on FixupSearchPathName as it's a hot path whilst compiling due to CResourceCompilerPathScope https://files.facepunch.com/matt/1b2011b1/Profiler_WExqSdLF2F.png Let's try all "CONTENT" paths as "GAME" paths and remove "CONTENT" search paths, maybe everything will still work And then we can remove this extra PathScope for "CONTENT"
7 Days Ago
Revert "Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash" This reverts commit bc198bc4c991a59f6839367a0aa06b3de1b6ef19. Force rebuild shaders Ignore these invalid descriptor sets
7 Days Ago
Fuck it - I don't see why this crashes ci
7 Days Ago
Wrong place
7 Days Ago
Only print if engine ready
7 Days Ago
Force build shaders, some shaders have mismatched combos Console apps print native engine messages instantly
8 Days Ago
Remove remaining material-owned descriptor set code from rendersystemvulkan Store external descriptor set name hashes, otherwise these aren't being refed properly which could very well be the Intel crash Build shaders
8 Days Ago
Resource finalizer queues dispose and unregisters on main thread. Assert ResourceLibrary.Unregister as main thread only
8 Days Ago
Remove unused materialsystem-owned static descriptor sets This frees up slots 1 & 2, whilst external descriptor sets remain starting on 3
9 Days Ago
Let's start trying to shut the game down properly so we can flush stuff like shader cache and Api activity / stats
9 Days Ago
ShaderCompiler returns failure so the build server can fail when we push shit shader changes
9 Days Ago
Don't log engine console output upside down
9 Days Ago
Update Rider detection
12 Days Ago
Cube texture creates array slice image views allowing each face to be treated as a framebuffer Visualize depth uses screen space coords [stash] Foundations for VK_KHR_multiview and cubemap render targets Scene system listeners I'll need later New shadow mapper: spot and point lights so far * Move all logic to c# for full ownership, delete old native code * Bindless shadow map textures, delete old shadow atlas * Spot Lights * Point Lights: cube textures with hw pcf poisson sampling * Add user setting r.shadows.quality (0-3) low->high for better filtering * Scale shadow map resolution based off of screen size the light occupies * Debug system Make ShadowViewProj matrix with zero origin for light -> shadow mapping in shader C# directional light CSM shadow maps, different to previous approach
12 Days Ago
Fix Frustum.GetBBox() excluding last corner
12 Days Ago
[fixup] Multiview Make ShadowViewProj matrix with zero origin for light -> shadow mapping in shader Fix Frustum.GetBBox() excluding last corner C# directional light CSM shadow maps, different to previous approach
14 Days Ago
Fatal error on all VK_ERROR_OUT_OF_DEVICE_MEMORY results, don't invoke ErrorReports
14 Days Ago
Count unshadowed lights properly
14 Days Ago
Fix dedicated server crash when creating legacy particle systems
16 Days Ago
Cube texture creates array slice image views allowing each face to be treated as a framebuffer Visualize depth uses screen space coords [stash] Foundations for VK_KHR_multiview and cubemap render targets Scene system listeners I'll need later New shadow mapper: spot and point lights so far * Move all logic to c# for full ownership, delete old native code * Bindless shadow map textures, delete old shadow atlas * Spot Lights * Point Lights: cube textures with hw pcf poisson sampling * Add user setting r.shadows.quality (0-3) low->high for better filtering * Scale shadow map resolution based off of screen size the light occupies * Debug system
16 Days Ago
Revert "What if we explicitly r2r sbox.exe only" This reverts commit 4e8078b86f52d37d663f5fe4da8dc1dc33a862f1.
16 Days Ago
Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Remove CSceneView::m_bIsThirdPerson Add "Cast Shadows" property to MeshComponent
19 Days Ago
Restore adding per frame stats from updating upstream code
20 Days Ago
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
20 Days Ago
AccessControl touches method parameter custom attributes types Whitelist System.Diagnostics.CodeAnalysis.* Whitelist CollectionsMarshal.AsSpan<T> and CollectionsMarshal.SetCount<T> ( closes Facepunch/sbox-issues#6905 )
22 Days Ago
Fix ClothingList regression
26 Days Ago
Unused CSceneSystem::m_nTransformTextureRowCount ParentPackage installs to asset system so we can use prefabs, gameresources, etc. Show parent package in asset browser
29 Days Ago
Fix bindless lightmap crashes why are we never checking nullptrs ( closes Facepunch/sbox-issues#7705 )
44 Days Ago
Fix DOF erroring on non-msaa vfx_vulkan: SV_ViewID is a built in semantic Update CSceneSystem::SubmitDisplayListsForView removing multi-submit VR junk vulkan: unfuck image views for cube textures Shaders compile for shader model 6.1
44 Days Ago
Scene system listeners I'll need later Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Managed shadow mapper, entry point from lightbinner, creates and renders shadow frustums Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Visualize depth uses screen space coords vfx_vulkan: SV_ViewID is a built in semantic fucking with VK_KHR_multiview and cubemap render targets
44 Days Ago
Don't return a new list each light gather, reuse the already allocated memory
44 Days Ago
Unused SceneView methods Remove ISceneView::AddSceneObjectToRenderList ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
45 Days Ago
Restore accidentally deleted CreateTexture2D macros.. for now restore ui shader which was blitting text Delete some more shit resourcemanifests Fix bloom blur using wrong sampler causing bleeding over edges
47 Days Ago
Base shaders: stop using macros for texture creation + sampling, use standard HLSL syntax Core shaders: stop using macros for texture creation + sampling Build shaders yuv_resolve.shader should use explicit register positions (it's sampler was never being properly bound!!)
47 Days Ago
Unused materials using those unused shaders
48 Days Ago
Delete unused (or should be unused) shaders * ui * ui_texture_on_model * visualize_cloth * visualize_nav * visualize_physics * blur * unlit (ui shader) Deleted unused non-compute gaussian blur shader Delete pre SM4/DX10 compatability code Don't try to disable these shader warnings
48 Days Ago
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
49 Days Ago
fucking with VK_KHR_multiview and cubemap render targets
49 Days Ago
Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518