1,585 Commits over 1,127 Days - 0.06cph!
vulkan: don't do the flush trick for generate mips, not needed and force flushing the gpu from non main-thread cocks up
Shader fixes & compile for Vulkan
Remove debug print
Selecting a tool from the spawn menu properly selects the toolgun
Lamp / Light entity: give solid tag
Fix torch model physics being too complex and failing
Shader fixes, recompile some addon shaders with Vulkan too
Fix GlobalLobby preventing games from starting :(
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
Delete trilinear threshold 360
vulkan: rewrite per thread descriptor set pools, eliminating max device access threads since .net can use a shit load - need to add some garbage collection on top of this, but will prevent the main crash that's been occuring
GlobalLobby works with new LobbyManager ( global chat works again )
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols
Hammer: fix crash with drag dropping map view
Don't try to visit field of a delegate, we don't need to - fixes sboxgame/issues#2642
Hammer: handle map node deletion when dragging - fixes sboxgame/issues#3092
Add editor.preferences event, passes NavigationView
Hammer: Import file undo action
Simple image asset preview widget
https://files.facepunch.com/matt/1b2311b1/sbox-dev_JD3vt5T6Q3.png
Revert "ShaderTypeManager shouldn't load manifest spritecard shader" - I wanted to stop vfxcompile loading this every time, but this breaks map compiling? 😵💫
Checkboard error shader, doesn't show through walls (same as cs2)
vfxcompile into a normal exe, remove ivfxcompile, remove loads of vmpi shit, materialsystem2 stop linking vfxcompile
Fix vfxcompile always saying building 0 shaders
ShaderTypeManager shouldn't load manifest spritecard shader
Misc materialsystem2 fixes
materialsystem2 stop trying to load rendersystemdx9
User shaders set attributes for vrad3 - fixes lightmapping, do not cast shadows, and probably other crap
Recompile blendable with fixed attributes
Don't open a blank asset resolver window if we're missing _bakeresourcecache shit
Don't need to collect vfx manually here anymore
Make new material use the right shader
Move core/base shader check to AddAsset so package references don't try to upload core shaders too
Fix vr_stencil geom shader failing to compile as antlr hates preprocessor maths
Fix CVfx::CreateFromResourceFile using wrong named block for spir-v
Fix visualize_depth shader
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
Same DX11 texture streaming crash fix for Vulkan
Fix some shader warnings
Latest compiled shaders with DX11 + Vulkan
Delete unused "pre baked vertex animation" combo from complex
Undo accidental changes to DX11 light cbuffers
RenderTools::Draw - stick to instanceid input layout, fixes water and world panels (I'm pretty sure it's the shaders using this wrong, but I'll come back to it)
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used
Hot fix shadergraph, compile dxbc only
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Fix race for generated hlslvariables file
Fix race for generated hlslvariables file
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Let -fast disable vfx_vulkan optimizations
Rebase fix for new shadergraph path
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
[?] Fix water on vulkan (moves the water??)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Compiled spv shaders
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
[?] Fix water on vulkan
Make sure we're compiling DXBC + SPIRV (unless opted out)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Fix orphan detection doing nothing, it was tailored for content/game folders
CI wasn't using that bat 🤦 delete orphans from workflow file
Compiled core/base shaders spv only
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
Recompile all core shaders (spv only)
Compiled base shaders (spirv only)
[breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc
[?] Fix water on vulkan
This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11
Messy code, but need to test if the alignment works first
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
Revert all that shit, it aligns just fine in the first place 😵💫😵💫😵💫
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11
Messy code, but need to test if the alignment works first
Update dotnet runtime redistributable to 7.0.7
Delete unused generate_decal_normals
Shader warning/error fixes
Strictness shader fixes
Shader Resource V2 - Has a DXBC & a SPIRV block, V1 resources still work as DXBC
Don't update special dependency version number for shaders, otherwise we'll fuck all v1 resources 😵
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
[pick] I dunno where this should belong, but it really shouldn't be core
[pick] vr_lighting uninitalized var warning fixes
Re-enable our IMalloc passthrough for DXC, improves our build times on many threads
Reuse the DxcCompiler instance for preprocessing and compiling in the same thread
Revert to slightly older dxc until #5270 is resolved
Allocate more device access threads for the .net thread pool
New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[pick] Minor shader fixes where DXC is more strict about you being stupid
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[temp] Disable crashing water so I can stabilize everything else first
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders (spirv only)
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this
encoded_normals.fxc fixes
postprocess_standard_p*.shader fixes