usermattcancel

1,586 Commits over 1,127 Days - 0.06cph!

1 Year Ago
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this encoded_normals.fxc fixes postprocess_standard_p*.shader fixes
1 Year Ago
Update dxc & add pdbs ( I was gonna debug a crash with these pdbs, but updating seems to have fixed it 🤷 ) Delete debug code
1 Year Ago
Fix mem leaks in vfx_vulkan, use smart ptrs to not fuck ourselves over again [pick] encoded_normals.fxc fixes, we shouldn't be using PixelInput in core stuff anywhere
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] GetShaderFullPath: remove shader replacements and legacy prefix substitutes [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 [squash] rendersystemvulkan: fix minor deprecated warnings [squash] rendersystemvulkan: Match renderthreadvulkan changes 1:1 w/ Valve [pick] compile fixes for postprocess_standard_p*.shader Compiled core shader resources with DX11 & Vulkan blocks Compiled base shaders (spirv only) Remove device extension entrypoints & add volkLoadDevice Fix crash when minimzing with a fake swapchain when swapchain extents are 0,0 - higher level code assumes there is always a valid HRenderTexture [squash] more parity with Valve's code making it easier for future changes
1 Year Ago
Remove device extension entrypoints & add volkLoadDevice Fix crash when minimzing with a fake swapchain when swapchain extents are 0,0 - higher level code assumes there is always a valid HRenderTexture
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] GetShaderFullPath: remove shader replacements and legacy prefix substitutes [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 [squash] rendersystemvulkan: fix minor deprecated warnings [squash] rendersystemvulkan: Match renderthreadvulkan changes 1:1 w/ Valve [pick] compile fixes for postprocess_standard_p*.shader Compiled core shader resources with DX11 & Vulkan blocks Compiled base shaders (spirv only)
1 Year Ago
Fix minor old assert breaking debug builds
1 Year Ago
Map missing asset resolver ignores _bakeresourcecache
1 Year Ago
Remove FSR from renderingpipeline ( been gone from settings forever ) ShadingModel: use classes instead of structs where we have member functions Glass shader: be explicit with Material::lerp usage Fix ShadingModelStandard not using adjusted alpha to coverage opacity
1 Year Ago
Use compute shader for bloom on Vulkan & fix uav barriers Fix visualize_depth shader Disable crashing water so I can stabilize everything else first Fix minor deprecated warnings
1 Year Ago
Tag rendersystem for Sentry
1 Year Ago
Remove FSR / Passthrough Fix weird classes shit in shaders Fix tiled light builder (fucked on master too????) this shader include is so fucked, work around it
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 GetShaderFullPath: remove shader replacements and legacy prefix substitutes Minor shader fixes where DXC is more strict about you being stupid Compiled core shader resources with DX11 & Vulkan blocks Compiled base shaders
1 Year Ago
Plug into our shadingmodel Hard code low/med/high cbuffers Add depth prepass, hardcode some more tree cbuffers
1 Year Ago
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
1 Year Ago
Just use floats for poc, I can't believe how difficult it is to pass a R8G8B8A8 format attribute to a shader Shader with all the vertex data
1 Year Ago
Soundscapes always transmit, should fix long initial delay
1 Year Ago
speedtree sdk + vpc scripts binaries Speedtree SDK to DMX serializer for RenderMeshFile node * convert stsdk compressed vertex stream to our own, 32 bytes is good * compressed vertex stream contains packed normals & wind data * imports each lod & material
1 Year Ago
Fix some more questionable crap I did Fix texture compiles being dark, typoed SrgbGammaToLinear instead of SrgbLinearToGamma 🤦
1 Year Ago
Fix threading issue in navgen too
1 Year Ago
Delete some unused tier0 files Fix threading issue in raytraceenvironment, be more explicit and capture the lambda parameters earlier when the job is queued not executed
1 Year Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good. Fix all occurences of WaitForFinishAndRelease() on smart ptrs
1 Year Ago
Fix all occurences of WaitForFinishAndRelease() on smart ptrs
1 Year Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good.
1 Year Ago
Remove ui test that doesn't exist
1 Year Ago
Delete native saverestore systems Saved myself a 5 minute change by spending hours deleting code, and I don't think I even got it all remove some unused convars cl_team, cl_class, (versus_)stats_highlight_interval, mapcyclefile and some debug concmds
1 Year Ago
missed rubikon and navlib for threadpool api updates
1 Year Ago
New tier0 thread pooling code, should schedule better with less contention, slightly changed API Lots of API changes here I've replicated to the rest of our code base, I'd imagine I've fucked at least one thing up though. Functor jobs are replaced by IThreadPool::QueueJob(WithFlags) which accepts a std::function, much simpler to use and execute Delete all this saverestore shit remove convars: cl_team, cl_class, (versus_)stats_highlight_interval
1 Year Ago
ui: onmousedown triggers from middle mouse too, seems accidental that it wasn't
1 Year Ago
make antlr codegen more sane, hopefully fixes it on build server Delete generate_decal_normals.vmat
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts 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 Shader resource v2 has optional dx11 and vulkan blocks, if a block doesn't exist will use fallback shader
1 Year Ago
bare bones video code using video.dll for ref
1 Year Ago
Initial commit Create README.md Added concrete + stone + pavement + plaster materials Added wood plank hs .meta for uploaded materials Added materials + blend concrete floor_tile_blend_02 dirt_ground_02 plaster_b_hs plywood_panels tileable plywood_hs naming updates Shader Add red dot scope shader https://i.imgur.com/e2uQIMT.mp4 Test for rick Added IridescenceScale Allow rendering only sights, increase red dot default brightness, let iridescence absorb albedo Added materials concrete_polished + plywood_panels_painted mats and blends Ceiling plaster Added tarpaulin mats missing .meta cinderblocks tileable + hotspot (wip) https://files.facepunch.com/jason/1b1411b1/sbox_jbXhR8KBM5.jpg Added USP (from sbox game) Fixed 9mm eject particle missing .meta Update README.md silencer_9mm: explicitly bind to a "silencer" bone v_usp: viewmodel set-up + barebones animgraph beer_cask asset files Fixed plaster 2 hs added cast concrete hs updated cast concrete hs Use git lfs
1 Year Ago
Add Asset.GetUnrecognizedReferencePaths() - returns a list of paths this asset references that can not be resolved (missing from disk) Missing asset resolver when loading Hammer maps If your map contains missing assets when you load your map (after EditorReferences have been resolved), we will check if there are matching assets on asset.party and prompt the user to install them. We don't have to worry about updating EditorReferences here either, as this is automatically done on save if any asset refs have a linked package. After the assets are installed the user will be prompted to reload the map - this is needed to reload the missing assets. https://files.facepunch.com/matt/1b1811b1/image%20%281%29.png
1 Year Ago
Fix Gizmo.Draw.SolidCircle transforms
1 Year Ago
Hammer: display download progress of cloud assets using gizmos
1 Year Ago
Can publish shaders & shader graphs
1 Year Ago
Add shader asset type
1 Year Ago
Hammer undos for sndscape and sound drops Hammer: cloud materials don't stick to everything they've hovered, and can be undone now
1 Year Ago
History API for Hammer Hammer: add undos for asset.party models & dragged entities
1 Year Ago
SceneSunLight transform sets the correct direction now
1 Year Ago
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
1 Year Ago
Gizmo.Model shouldn't cast shadows Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
1 Year Ago
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
1 Year Ago
tools_sprite shader: can use in standard mode
1 Year Ago
Gizmo.Draw.Sprite correct transform Gizmo sprites draw the right texture although this generic shader is shit
1 Year Ago
Update MapEntity.TypeDescription when class is changed from native
1 Year Ago
Oops not a string, return enum
1 Year Ago
CMapView m_pToolManager can be nullptr when rendering thumbnail
1 Year Ago
Add MapNode.Visible property, don't call DrawGizmos for hidden entities