usermattcancel

1,585 Commits over 1,127 Days - 0.06cph!

1 Year Ago
vulkan: don't do the flush trick for generate mips, not needed and force flushing the gpu from non main-thread cocks up
1 Year Ago
Shader fixes & compile for Vulkan
1 Year Ago
Make chat work again
1 Year Ago
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
1 Year Ago
Shader fixes, recompile some addon shaders with Vulkan too
1 Year Ago
Fix GlobalLobby preventing games from starting :(
1 Year Ago
vulkan: surprassing max device access threads in MarkIssuesCommands isn't an error case anymore
1 Year Ago
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 )
1 Year Ago
Patch our C# launchers to enable discreet GPU usage by exporting NvOptimusEnablement & AmdPowerXpressRequestHighPerformance symbols
1 Year Ago
Hammer: fix crash with drag dropping map view
1 Year Ago
Don't try to visit field of a delegate, we don't need to - fixes sboxgame/issues#2642
1 Year Ago
Hammer: handle map node deletion when dragging - fixes sboxgame/issues#3092
1 Year Ago
Add editor.preferences event, passes NavigationView Hammer: Import file undo action
1 Year Ago
Simple image asset preview widget https://files.facepunch.com/matt/1b2311b1/sbox-dev_JD3vt5T6Q3.png
1 Year Ago
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)
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Don't open a blank asset resolver window if we're missing _bakeresourcecache shit
1 Year Ago
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
1 Year Ago
Fix vr_stencil geom shader failing to compile as antlr hates preprocessor maths
1 Year Ago
Fix CVfx::CreateFromResourceFile using wrong named block for spir-v Fix visualize_depth shader
1 Year Ago
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
1 Year Ago
Same DX11 texture streaming crash fix for Vulkan
1 Year Ago
Fix some shader warnings Latest compiled shaders with DX11 + Vulkan
1 Year Ago
Delete unused "pre baked vertex animation" combo from complex
1 Year Ago
Undo accidental changes to DX11 light cbuffers
1 Year Ago
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)
1 Year Ago
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used Hot fix shadergraph, compile dxbc only
1 Year Ago
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
1 Year Ago
Fix race for generated hlslvariables file
1 Year Ago
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
1 Year Ago
Let -fast disable vfx_vulkan optimizations
1 Year Ago
Rebase fix for new shadergraph path
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Fix orphan detection doing nothing, it was tailored for content/game folders
1 Year Ago
CI wasn't using that bat 🤦 delete orphans from workflow file
1 Year Ago
Delete orphans with CI
1 Year Ago
Compiled core/base shaders spv only
1 Year Ago
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 😵‍💫😵‍💫😵‍💫
1 Year Ago
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding Make sure we're compiling DXBC + SPIRV (unless opted out)
1 Year Ago
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
1 Year Ago
Update dotnet runtime redistributable to 7.0.7
1 Year Ago
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 😵
1 Year Ago
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
1 Year Ago
[pick] I dunno where this should belong, but it really shouldn't be core [pick] vr_lighting uninitalized var warning fixes
1 Year Ago
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
1 Year Ago
Allocate more device access threads for the .net thread pool
1 Year Ago
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)
1 Year Ago
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this encoded_normals.fxc fixes postprocess_standard_p*.shader fixes