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999 Commits over 1,096 Days - 0.04cph!

1 Year Ago
Don't destroy PVS if it's also used in another SceneWorld
1 Year Ago
Nah that wasn't it + it already does this further down
1 Year Ago
Fix crash when clearing SceneMap worlds, we were setting PVS to nullptr instead of the default pvs
1 Year Ago
Add SceneParticles.SetNamedValue( string name, Vector3 value )
1 Year Ago
Update shader build github workflow
1 Year Ago
Fix out of bounds write in tiled_light_builder_cs causing nasty undefined behaviour Tiled lighting branches properly, ideally this should be matured enough to not need to be toggled as it's vital to high perf
1 Year Ago
Old envmap code Fix cubemaps always using 1 extra cubemap they shouldn't be (need shader rebuild) Before: https://files.facepunch.com/matt/1b0211b1/sbox_ZJY2zoiVoF.png After: https://files.facepunch.com/matt/1b0211b1/sbox_Gvuv88s1oY.png convolve_environment_map.shader - optimized compile + vk shader
1 Year Ago
Merge latest Valve rendersystemvulkan & rendersystembase changes Primarily this is switching to use VMA, but also dozens of major and minor fixes and general upstream parity with our own changes distinct and clear.
1 Year Ago
Vulkan BarrierHelper Use barriers for the multipass texture downsampling, this was messing up our depth pyramid making mips look like this: https://files.facepunch.com/matt/1b3111b1/qrenderdoc_bn7FgvAx1n.png
1 Year Ago
Move these procedural layer renderers to not be inline, drop Vr prefix from quad renderer Move tiled light culling to it's own layer renderer ( this should be per-view in the lightbinner really, but I can't touch that right now ) Buffer barriers on the culled lights buffer
1 Year Ago
Clean resource names of textures further to not mistake for absolute path
1 Year Ago
Fucked it
1 Year Ago
IRenderDevice: delete 360 only method GPU Resident Textures debug menu Set debug names for c# loaded images Use schema-less RuntimeTextureSpecificationFlags_t, remove redundant flags
1 Year Ago
Fix Model.Load exception
1 Year Ago
Native Resource Cache Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer. Resolves #1306
1 Year Ago
Fix strong handle leak in Texture.FromNative
1 Year Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
1 Year Ago
Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize
1 Year Ago
Fuck all of that actually, just leave a better comment here
1 Year Ago
Make sure intermediate depth matches intermediate output color render target ComputePipelineRenderTargetInfo doesn't care if toolview is false This does the same shit r_textures_list_all - see all resident textures
1 Year Ago
tier0: new memalloc aligned16 accessors CResourceNameGetter inherits CResourceName Don't stub CSceneSystem::SetMainSwapChain in tools, why would we not want SCENE_RTSIZE_FRAMEBUFFER the correct size RenderTarget.GetTemporary uses 32 bit depth when needed fix options.cpp redefinition
1 Year Ago
oops obviously the assetsystem can be null from other contexts
1 Year Ago
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
1 Year Ago
Hash fog volumes and update clipmaps when they change
1 Year Ago
Add SceneLight.FogLighting Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
1 Year Ago
Network SkyCameraEntit.SkyboxScale and remove unused shit
1 Year Ago
Consolidate current game project logic further, make these tests better reflect use case
1 Year Ago
Switch from forked to stable MonoMod.RuntimeDetour Make sure we generate a sln and sync package manager when a project isn't launched straight from the .sbproj No more .addon upgrading This seems redundant and like it'll cause something unpredicted in the future Can load http:// images
1 Year Ago
If any HammerEntity fails to parse don't shit the bed for all of them
1 Year Ago
Start the editor with the previous saved log level (e.g tracing stays on) Fix events not running on instances where they have events on the base and derived class
1 Year Ago
Hang watchdog -> tools stall monitor Splash screen is stall monitor main thread window before editor opens
1 Year Ago
Snap angle works under 1.0
1 Year Ago
Hammer: float snap angles and some more presets
1 Year Ago
Fix asserts showing as errors in intellisense Delete loads of random shit from game Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
1 Year Ago
Latest tier0 basetypes Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
1 Year Ago
Fix bad includes oops
1 Year Ago
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs texturedictionary to materialsystem2
1 Year Ago
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1 Year Ago
Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff One .gitignore, .gitattributes clean up obsolete stuff Use .git-blame-ignore-revs so we can ignore formatting commits
1 Year Ago
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ? Test game/server should timeout
1 Year Ago
tier0 math include shuffling
1 Year Ago
Add missing <memory> include
1 Year Ago
Strip gcsdk Delete toolstyleeditor Delete streamingbootstrap Delete nvtristriplib Delete vdata_editor Delete diffmemstats Delete obj_tool
1 Year Ago
fann unused
1 Year Ago
Delete dmxfind Delete mapbuilder Delete phogen Delete resourcecopy Delete sceneimagebuilder Delete vcdgen Delete particle_import Delete modeldoc_import Delete modeldoc_tweak Delete assetrename
1 Year Ago
New tier0 platform compile base OVERRIDE -> override Remove ALIGN_POSTs annotations clean up some unused
1 Year Ago
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1 Year Ago
C++20 Support * Using /permissive and /Wv:18 to start * Lots of odd fixes everywhere still coming from c++11 * Update protobuf to 24.3 and remove even older unused versions
1 Year Ago
Dunno how this got corrupted
1 Year Ago
Latest master compiled DXC now that bugs are fixed Minor HLSL2021 fix catching bad for loop scope Unload vfx dll at very end of vfxcompile Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader Don't do these Pix events under Vulkan, incomprehensible