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1,109 Commits over 1,219 Days - 0.04cph!

1 Year Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
1 Year Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
1 Year Ago
Strip multiview instancing / instancing scalars from engine Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS Update system.fxc
1 Year Ago
Refactor some Graphics files, remove long obsolete methods
1 Year Ago
Add PhysicsWorld debug drawing methods for scenestaging
1 Year Ago
Fix shadergraph error when compiling
1 Year Ago
ResourceControlWidget: Add Open In Editor to context menu Gizmo.SceneSettings.CameraZFar default from 10,000 -> 100,000
1 Year Ago
Get rid of D_MULTIVIEW_INSTANCING combo Revert "Latest compiled shaders" - sunlight shadows are fucked, and are fucked in any new shaders compiled. Not worth me debugging since the new lightbinner doesn't use them and is right around the corner
1 Year Ago
Latest compiled shaders
1 Year Ago
Remove debug flex log
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