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907 Commits over 488 Days - 0.08cph!

57 Days Ago
optimized shader build
59 Days Ago
Let high quality reflections propagate to all user shaders optionally since we can just check if a feature even exists now
59 Days Ago
F_ADDITIVE_BLEND is no longer mandatory for shaders Trim a lot of features needed to be included, they're now optional instead of forced! Last one left is morph, still need to do some work to get rid of that one! https://files.facepunch.com/ognik/1b1011b1/sbox-dev_r0eCOvInhu.png
60 Days Ago
Update all shaders
2 Months Ago
Fix complex compile errors due to secondary UV truncation + parallax occlusion & detail textures
2 Months Ago
Revert "more debug prints" This reverts commit fd9301e0773cf03e2c12117cac92ed6495aad25c. Revert "debug prints" This reverts commit 637cd5109d557a230fd02d4828c726cc37a9da7d.
2 Months Ago
Update post_process.shader_c
2 Months Ago
more debug prints
2 Months Ago
debug prints
2 Months Ago
Add FeatureExists preprocessor function, lets you check if a feature exists
2 Months Ago
Rebase fixes Drop additive blending combo from complex, make parallax occlusion replace it since it's an extra sampler
2 Months Ago
Allow us to reference features at runtime & set default values when they don't exist #pragma optimize("", off)
2 Months Ago
Remove the needing to require special definitions when overwriting render states supersedes #648 Drop sys from Combos, this was removed with shader-assets and does nothing now Drop Sys( X ) from all shaders This supersedes #645 Get rid of postprocess example, should be on the wiki Mark glow shaders as dev only Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box Add Parallax Occlusion to complex Built shaders for testing
2 Months Ago
Built shaders for testing
2 Months Ago
Add Parallax Occlusion to complex
2 Months Ago
Return the full range of NdotL instead of the saturated version to allow for more lighting models out of the box
2 Months Ago
Mark glow shaders as dev only
2 Months Ago
Get rid of postprocess example, should be on the wiki
2 Months Ago
Remove the needing to require special definitions when overwriting render states supersedes #648 Drop sys from Combos, this was removed with shader-assets and does nothing now Drop Sys( X ) from all shaders This supersedes #645
2 Months Ago
Compile optimized base shaders again Redo public MSAA shader api & update glass/passthrough for it Should fix that random d3d11 error we get
2 Months Ago
Force shaders changes in base to always compile optimized We keep pushing unoptimized shaders. End user ends up having to compile them all the time when they want to build optimized shaders. Lets force base to always be optimized so we don't make this mistake again
2 Months Ago
Compile optimized versions of all base addon shaders
2 Months Ago
Make sure we have scene worlds before fetching one for the shape manager
2 Months Ago
Embed shader macros so we know what combos are set when viewing shader debug info
2 Months Ago
Fix crash caused by invalid vertex stages trying to be loaded on material compilation
2 Months Ago
Remove the need for X_ALREADY_SET in shaders We no longer need to add ``` #define CULL_MODE_ALREADY_SET #define DEPTH_STATE_ALREADY_SET #define STENCIL_ALREADY_SET #define BLEND_MODE_ALREADY_SET #define COLOR_WRITE_ALREADY_SET ```
2 Months Ago
Remove Sys( Platform )
2 Months Ago
Drop our floor steps, 11 seems to be good enough from what I can tell?
2 Months Ago
remove useless imports
2 Months Ago
Cleanup & move glow component to base Initial work for SDF glows https://files.facepunch.com/ognik/1b2611b1/sbox-dev_ulizyuqJD0.jpg
2 Months Ago
Skip byte order marks when trying to compile shaders sboxgame/issues/issues/2533
3 Months Ago
Update steam audio to 4.1.2 Re-enable embree for steam audio again
3 Months Ago
Added PostUI render hook sboxgame/issues/issues/2436
3 Months Ago
Set max height for package description in menu For sboxgame/issues/issues/2575
3 Months Ago
Complete fix for far away audio from breaking our sound system Closes sbox/issues/615 & sbox/issues/622 & sboxgame/issues/issues/2461
3 Months Ago
Partial fix for audio breaking when sounds are played really far away
3 Months Ago
Add SetRemoteDestination to trigger_teleport
3 Months Ago
Fix exception with "say" on dedicated servers
3 Months Ago
Introduce Material.Set so you can change all attributes within a material or shader This allows you to create materials completely in C# Add Color Update comments Merge pull request #606 from Facepunch/proceedural-materials ```cs public static void SetupCustomMaterial(ModelEntity myModel) { Material m = Material.Create( "my_cool_material", "simple" ); m.Set( "g_vColorTint", Color.Red ); m.Set( "g_flMetalness", 1.0f ); m.Set( "Color", Texture.White ); m.Set( "Roughness", Texture.White ); m.Set( "Normal", Texture.Transparent ); myModel.SetMaterialOverride( m ); } ``` https://files.facepunch.com/ognik/1b0511b1/199966083-b7e9a595-98b3-4e9d-8cc0-b5850db444f8.png
3 Months Ago
Update comments
3 Months Ago
Add Color
3 Months Ago
Introduce Material.Set so you can change all attributes within a material or shader This allows you to create materials completely in C#
3 Months Ago
Define default shader parameters for raw materials( Material.FromShader ) This fixes methods like Material.OverrideTexture from not working with procedural textures
3 Months Ago
Throw error in vfxc if we fail to mask a section instead of failing silently
3 Months Ago
Add UI tests for transitions
3 Months Ago
Update style test to reflect CSS spec
3 Months Ago
Fixes transitions not working when no easing function is provided
3 Months Ago
Expose combo free texture filtering selector for user built shaders https://files.facepunch.com/ognik/1b0111b1/sbox-dev_MUJMmnKlDF.mp4 https://files.facepunch.com/ognik/1b0111b1/sbox-dev_F7l9inPSQS.mp4 Also includes glass & blendable too
3 Months Ago
Get rid of features.minimal.hlsl. It's the same thing as features.hlsl
3 Months Ago
Only disable the button if it actually exists