1,472 Commits over 1,157 Days - 0.05cph!
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
Add ComputeBufferType.IndirectDrawArguments
Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]
Terrain:GetHeight() multiplies by heightscale
compiled complex.shader_c with stripped combos 259MB -> 102MB... there's more we can do but let's see if anyone whines first
complex.shader: remove F/S_OVERLAY, we have specialized overlay shaders already
complex.shader: drop texture animation, way too specialized
complex.shader: half combos by making S_REFLECTIONS it's own shader variant since it doesn't really use 99% of the other combos
shaders: drop D_BAKED_LIGHTING_FROM_VERTEX_STREAM
complex.shader: combo rules for F_PARALLAX_OCCLUSION (insanity that we added this to this shader)
Drastically reduce unlikely combos by disallowing with:
- Translucent
- Alpha Test
- Cloth Shading
- Bent Normals
- Diffuse Wrap
- Additive Blend
- Detail Texture
- Metalness Texture
- Retro Reflective
Fix crash from trying to upload too many envmaps to the GPU, missing range check but also why are there this many envmaps being binned @samzanemesis
Add Scene.RenderAttributes for global render attributes for usecases similar to Unity's Shader.SetGlobal...( )
Terrain buffers are global scene attributes (that actually work this time)
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
Fix open_asset crashing in non-tools
Don't show lobby cards for games marked as hidden (unless you're in that org)
Another out of memory fatal error
Validate descriptor bindings of a shader (for real this time, not in a dead method) - prevent crashing by not loading these invalid shaders
Tag map for sentry too (if launched with a map)
Fix exception with no camera
Some error reporting breadcrumbs/tag for identifying game package
Breadcrumb pipeline creation to see what shaders crashing us
Running out of video and system memory is a fatal error
Move all terrain attributes into 1 structured buffer, create a Terrain class any shader can use to provide things like Terrain::GetHeight( worldPos )
Use an AssetPicker for browsing terrain materials instead
UI: Do not render invalid texture background images
Fix missing map select button
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects
Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
Terrain: Add Hole tool
This is a seperate R8 texture currently, but will be JsonUpgrade and folded
once the splat map becomes an index map.
https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
Browse cloud terrain materials button
Can drop terrain materials onto terrain in scene
Terrain Materials accept dragged cloud assets
TerrainMaterialList: Double clicking a material opens its editor (single click selects for use still)
Terrain settings hide Collider properties which we force, can we have Terrain not inherit these at all @aylaylay
Terrain: larger default clipmap extents (fine but can be smarter without a clod mesh), remake clipmap mesh on dirty properties
Terrain: Add MaterialOverride for custom shaders using terrain shader api
DynamicSceneObject: AddVertex( Span ) should not accept a count, internalize ptr only method, VertexSceneObject adds range
Reverse Z (#1581)
Every other modern engine uses a reversed depth buffer,
Unity DX11+
UE4+
Godot
It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues.
Source 2 has always had support for it but was not forced because of DX9.
We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders.
The other ways their shaders would break that I'm unsure if we could provide compatability are rare:
Interact with the depth buffer directly or through Depth::Get etc.
Perform operations in clip space like gizmo_grid.shader does.
I don't see why we'd ever change clip space direction again after this.
EditorPreferences.CameraZNear minimum range 1 please stop
Resolves Facepunch/sbox-issues#5696
Box select works in ToolVis modes (ui_cssbox shader)
Resolves Facepunch/sbox-issues#5699
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
Add facepunch.hc1 to tests
Restore obsolete Gizmo.HitBox.Model function signature to maintain compatibility
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ModelRenderer: Remove OnPreRender again, if this was hacking around something fix the root cause
Replace AudioListener.OnPreRender
Optimize NativeResourceCache.Tick() - was taking up to 0.25ms some frames
Add [Range( 1, ... )] to Camera.ZNear and Camera.ZFar, update docs. Seen a couple 0.01 inch znear cameras with insane z fighting today
VoiceManager: GetAvailableVoice before GetVoice, otherwise it's 0.1ms every frame (even when not speaking)
Why would we need to set LightCookie to null on a destroyed light. Resolves Facepunch/sbox-issues#5664
Whitelist Delegate equality operators resolves Facepunch/sbox-issues#5658
Whitelist DependentHandle resolves Facepunch/sbox-issues#5660
Temporary RTs always have a UAV binding so you can use them with compute shaders
SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
Screen Space Ambient Occlusion
SSAO: Remove PS variant, hide difficult options and set some nice defaults, add r_ssao_debug, cleanup unused/unneeded
SSAO draws after opaque, not transparent. Added CameraComponent.AddHookAfterOpaque
Hook it up in PS_FinalCombinerDoLighting before I do a full shader build
CDecalSceneObject - Non renderable, holds data only but can be culled by the scenesystem
Tiled Frustums ( We should make light culling use these as they are more accurate and faster )
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
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
Apply forward+ decals as part of standard shading (recompiles needed to support this feature)
Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
Correct place for these SceneObject sealed overrides
Clear all these ptrs first to be safe, seal some more shit
VoiceComponent.PushToTalkInput mark with InputAction attribute
TextRenderer remove Text2 test property
Don't keep sounds that failed to load around trying to mix forever (matches how old vmix mixer handles it) Fixes #1597
Hightlight.RenderEffect: Use Scene.GetAllComponents instead of iterating every gameobject ( closes #1597 )
Codegen should shit itself if you don't use a string literal from Cloud.Asset() methods
Terrain: Add height blend settings, add per material height and normal strength, various other polishing
Hide GameResource.ResourceVersion
TerrainMaterialList: Allow drops properly
Editor post processing toggle closes #1587
Tonemapping applies to editor camera too, respects Camera.EnablePostProcessing
Work in progress - colour grading
Variuous changes - exposure added in RGB and HSV
Keep tonemapping in its own component, remove uncommon options, cleanup
SteamLobbySocket caches owner, calling SteamMatchmaking.GetLobbyOwner each tick had significant impact