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1,276 Commits over 913 Days - 0.06cph!

1 Year Ago
Set output color to adjusted atoc opacity, recompile foliage shader for this
1 Year Ago
Recompile citizen animgraph from editor, from contentbuilder cmd line it produces a 9kb file instead of 47kb?
1 Year Ago
Silly nob left debug msg in
1 Year Ago
Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for
1 Year Ago
Rebuild content - mainly for removing obsolete shader attributes from materials using blendable/glass/foliage
1 Year Ago
ServerContent -> ServerContext
1 Year Ago
Get rid of blend mask from non blend material api
1 Year Ago
Quick play around to see if a static API for HTTP is good Add some methods for easily handling JSON requests Move access checks over Add optional params for headers and cancelaition tokens Obsolete Sandbox.Internal.Http Update WebSocket header handling Move Http into Sandbox.Game to align with the public WebSocket class Tests fix More tests Access list changes to allow HttpResponseMessage and HttpContent classes Have to specify what http uris you want to use in project settings, menu ignores this Quick doc pass Test some additional uris, fix equal uris not being permitted
1 Year Ago
Delete ShadingModelStandard, it never really worked but if you were using it for some reason use ShadingModelValveStandard instead as that'll stay backwards compatible. This probably shouldn't be a break, it's gonna stop remapping normal/rma on old glass materials otherwise Don't define standard material inputs if S_MULTIBLEND is set, this is the best way I can think of to reduce samplers on blendable without breaking backwards compatability. I don't see much reason for this stuff to even be in common, it's pretty hyper specific to the blendable shader. Also will get rid of the bullshit first input from an artist workflow: https://files.facepunch.com/yourname/1b2111b1/sbox-dev_kGyz4UAlhq.png
1 Year Ago
Cleanup material API Fix tintmask and cleanup multiblend further, reduce number of samples Add back these helper funcs we're using in shadergraph, should be moved or something in the future though, kinda overly specific ShaderGraph: fix includes, just use the standard one Fix metalness input texture
1 Year Ago
Use well known SCENE_RTSIZE_FRAMEBUFFER instead of manually fetching dimensions that seem to give us a 12k x 2k render target... This was flooding vram and causing errors I'm not sure what we were trying to fix when changing this, but if SCENE_RTSIZE_FRAMEBUFFER is returning the wrong dimensions for a framebuffer copy, we should fix that instead.
1 Year Ago
Remove defunct code about using cecil as the DMDType, not needed since we fix the references ourselves
1 Year Ago
Record event when we ILHotload, matches naming of existing hotloads so we can derive % easily
1 Year Ago
Whitelist UnreachableException constructors too
1 Year Ago
Failing test for static references
1 Year Ago
Foliage shader: Add standard vertex color based procedural animation based on http://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Some additional changes here to Material API so we don't need to double sample for opacity & removal of dead code. Documentation: https://wiki.facepunch.com/sbox/Foliage_Shader https://files.facepunch.com/matt/1b1111b1/sbox-dev_3qi13Ck52s.mp4
1 Year Ago
Foliage shader: Add standard vertex color based procedural animation based on http://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html Some additional changes here to Material API so we don't need to double sample for opacity & removal of dead code. Documentation: https://wiki.facepunch.com/sbox/Foliage_Shader https://files.facepunch.com/matt/1b1111b1/sbox-dev_3qi13Ck52s.mp4
1 Year Ago
Undo hack inverting green channel, should be fixed on authored assets
1 Year Ago
Iterate, sort of done.. Need to derive wind params from game
1 Year Ago
Remove vr foliage animation from common vs code Material API shouldn't need to double sample for opacity.. have a look at this @Sam Update foliage to have basic artist defined animation based on vertex colors Update tree materials with foliage animation params
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [temp] don't mount any asset.party shaders GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Latest compiled shaders
1 Year Ago
When finding dependant assets always search the same path first before any other Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g: dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in: 1. addons/citizen/models/citizen_props/crowbar01.fbx 2. addons/dm98/models/citizen_props/crowbar01.fbx Now it'll always favour 2 because it's in the same addon
1 Year Ago
Hammer: Max lightmap resolution 8k as 16k is impractical and never worked Hammer: Fix entities from remote packages by using new PackageManager API
1 Year Ago
Fix swapchain assert when closing editor window Fix typo in material compiler where it'd keep upgrading materials, provide some feedback too MET standardize shader to shader_c Recompile the rest of the materials that were using legacy paths before (hopefully this is all of them now)
1 Year Ago
ILHotload should never run with a debugger attached Clean up dead code Detour using a generated dynamic method copy from the replacing method
1 Year Ago
Scenes rendered from Sandbox.Tools apply an SVF_TOOL_VIEW flag, primarily this will stop stereo rendering on it
1 Year Ago
Fix error happening when using MET or recompiling assets due to null metadata in LoadTags
1 Year Ago
Fix static event exceptions throwing an error instead of showing the real exception
1 Year Ago
0ms hotload fast path poc when only method bodies change using MonoMod Biggest flaw of this is detecting the changes, Ziks has some good ideas with comparing the AST https://files.facepunch.com/matt/1b2611b1/sbox-dev_My23jH4uYG.mp4
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [temp] don't mount any asset.party shaders GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Latest compiled shaders
1 Year Ago
Fix WebPanelTest throwing NRE in debugger .editorconfig changes to match Valve coding style better Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles Non Pow2 textures are allowed so make sure the tex coord scale gets set Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c" Recompile all assets - mainly upgrading legacy shader names
1 Year Ago
poc of patching method instead of swapping assembly using monomod
1 Year Ago
Material API: Only use ShadingModelValveStandard, abstract classes aren't supported in newer versions of HLSL Remove some unused bullshit from material API
1 Year Ago
Backport -vulkan_enable_sync_validation and other misc validation code Revert Material API hack which was stubbing all funcs
1 Year Ago
More backports, mainly clamping render area still
1 Year Ago
Refactor out VK_IMAGE_LAYOUT_GENERAL dead optimization for nv Make sure renderArea always has positive offsets and clamp to the framebuffer
1 Year Ago
Recompiled all shader misc swapchain fixes -fvk-invert-y for built in shaders too (resolve shader)
1 Year Ago
cs_volumetric_fog shader recompiled with proper reflection objecthighlight shader (weird folder?) Recompiled core shaders (except projected_sheet_decals & visualize_depth)
1 Year Ago
Fix WebPanelTest throwing NRE in debugger do reflection on the built-in shaders so we bind the samplers/textures on them properly Delete IVfx::GetAllShaderVariables, only used for dynamic shader compiles and saves me implementing it for Vulkan for no reason .editorconfig changes to match Valve coding style better Make dxc include handler work with sub dirs GetShaderFullPath: remove shader replacements and legacy prefix substitutes Fix HLSL lexer rules interpreting some vars as float literals and failing lexing Assert if spirv-reflect fails Update spirv-reflect as it was failing with some issues from 2019 :x directional_ao.shader: fix ambiguous reference to 'i' Compiled base shaders
1 Year Ago
Iterate map entities, find their matching type and call static method DrawGizmo within a Gizmo.Scope
1 Year Ago
Hammer gizmos using the ISceneView now
1 Year Ago
Compiled spritecard.shader
1 Year Ago
Fix debug param name being uninitialized
1 Year Ago
Quick slap up of our gizmos in Hammer mapview sceneworlds https://files.facepunch.com/matt/1b1411b1/sbox-dev_buClDYa88x.png
1 Year Ago
Update vfxcompile, less mpi shit, simpler parallel processing loop Up MAX_LOGGING_STATE_COUNT from 128 -> 256, this is per thread and vfxcompile will have a main thread + 128 worker threads
1 Year Ago
readme: troubleshooting long paths shaders workflow: always upload artifacts even on fail shader workflow: can force build all
1 Year Ago
Update Vulkan SDK + Volk Stub old vrad3-gpu, incompatible from using beta vk headers rendersystemvulkan: fix raytracing being required, remove VK_EXT_debug_report for VK_EXT_debug_utils vfx_vulkan HLSL compiler using dxc and spirv-tools; rendersystem_vulkan support for how dxc does $Globals / register offsets Sam's shader changes, most of this should just go to master now vfx_vulkan: compatability with shadergraph vfxcompile: display shader compile time in ms [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts vfx_vulkan sets correct offsets & more reflection info for compute shaders, refactor rendersystemvulkan to use valve's new helpers, bump max samplers to 64, loads of other fixes spir-v remapper (size reduction) Use Vulkan 1.1 if avaliable to resolve VK_ERROR_INCOMPATIBLE_DRIVER, use Vulkan 1.2 when raytracing is avaliable Fix invalid command buffer in CRenderContextVulkan::ApplyDelayedChanges() [temp] don't mount any asset.party shaders vr_lighting.fxc: need explicit sampler lod as used from vs better logging & timeout for when the swapchain hangs, which it shouldn't be, but lets you know wtf is going on Update vfxcompile, less mpi shit, simpler parallel processing loop Reuse DXC instances per compiler (I think having 1 per thread would be more optimal), clean up the DxcIncludeHandler Update DXC, some memory allocator fixes IMalloc wrapper for our memory alloc to pass to DXC Latest compiled shaders
1 Year Ago
Add -renderdoc cli option for early renderdoc hooking Don't needlessly set g_TransformBuffer or g_TiledLightBuffer on Submit, already set on init ReadVfxFile: don't open file twice to skip bom, don't skip non utf-8 boms cause that's not gonna work
1 Year Ago
vfxcompile can specify -threads shaders workflow uploads symbols
1 Year Ago
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