907 Commits over 488 Days - 0.08cph!
Add a stop compiling button to the Shader Compile Output
Fix pre-processing shader errors showing up as valid success compiles
Obsolete ConstantBuffer, implement RenderAttributes.SetData
Documentation + Support for arrays & spans
Cleaned up
Merge pull request #592 from Facepunch/dynamic-cbuf
Dynamic Constant Buffers
Documentation + Support for arrays & spans
Obsolete ConstantBuffer, implement RenderAttributes.SetData
Fix dynamic constant buffers so they actually work
Preload post processing pass materials, should fix nvidia crash when using post processing
Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers
https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4
Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too
Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl
Compile optimized version of ui_text
Fix simple shaders render backfaces not working
Closes sbox-issues/issues/68
Added sphere ao proxy shapes
Seems to fix sbox/issues/549
Revert "Tone down the intensity, we haven't authored AO proxies properly for a few months"
This reverts commit 32b7ca573f22b412419162ae4a4980b18922ce6b.
Fix AO proxies
Tone down the intensity, we haven't authored AO proxies properly for a few months
also update constructor docs to reflect the range too
properly document ColorHsv to be 0->360 instead of 0->1
Allow glow occlusion color & line width to be customizable
Fixes sbox-issues/issues/2395
Fixed Group Sort Key Mismatch & Dropped useless "Color" section for blend
build shaders
Merge pull request #576 from Facepunch/blend-cleanup
Blend cleanup
Fixed Group Sort Key Mismatch & Dropped useless "Color" section for blend
Fix 4-way blendable material crashing & added safety assertions
Add IsValueType to TypeDescription
sbox-issues/issues/2370
Fix double filesystem dispose with addon config
Closes #498
Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn
Revert "Add some extra checks for file watchers"
This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409.
Add some extra checks for file watchers
fix docs for Material.AmbientOcclusion
Fix Vector3 left & right documentation
Fix anisotropy spelling error
Drop the title label too since it's pointless now
Show only SM5.0 attributes in material editor
Actually apply fog for valve standard shading again
Optimized shader build
Drop PixelOutput as a default
Glass shader rewrite (#486)
Glass shader
Grime implementation & let grime cast shadows
Grime implementation & let grime cast shadows
Blur
Blur
Allow fogging of grime & glass
Allow fogging of grime & glass
Allow fogging of grime & glass
Fix grime on refraction variant
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
Allow tweaking of the specular of the glass for its reflections
Allow tweaking of the specular of the glass for its reflections
Delete core glass shader & sbox_glass, new shader becomes glass
Fix glass not working properly with tiled rendering off
Cleanup & lower default opacity so we don't shadow by default
Update some existing glass materials
https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg
Missed this shader removal whoops
Refraction glass color tint now works with opacity
Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode
Allow switch to multiply for color tinting in refraction mode because it can look better in some situations
Blur masks
Remove grime as a feature and have it on by default, reorganize attribute layout
Remove glass from shader compiler
Fix grime masks not behaving as expected
Recompile with stripped shaders
Add attributes to disable blur & refraction
we can expose this as a convar is needed then
Reorganization & name cleanup
- Reorganize all sections within the shader
- Refraction can have its own normal map now
- Fresnel can be toggled
- Fixed an ambiguity with tint color
Fix specular not being taken into account on glass transparency
Lets get rid of these for now, fixes translucency sorting
Update some glass materials again
Initial work on new glass shader
Initial work on new glass shader
Grime implementation & let grime cast shadows
Grime implementation & let grime cast shadows
Initial work on new glass shader
Grime implementation & let grime cast shadows
Grime implementation & let grime cast shadows
Blur
Blur
Allow fetching diffuse & specular separately for valve shading model
Use valve standard for the time being
Fix reflections oops
Remove grime prefix
Make sure we're always within our framebuffer copy rect
fix sort mismatching
Update glass materials
Allow refraction & blur to be visualized in the material editor
Optimized compile
Fix framebuffer copies in material editor
Closes sbox-issues/issues/1204
Fix framebuffer copies in material editor
Closes sbox-issues/issues/1204
Allow refraction & blur to be visualized in the material editor
Make sure we're always within our framebuffer copy rect
fix sort mismatching
Glass shader
Grime implementation & let grime cast shadows
Grime implementation & let grime cast shadows
Blur
Blur
Allow fogging of grime & glass
Allow fogging of grime & glass
Allow fogging of grime & glass
Fix grime on refraction variant
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
Allow tweaking of the specular of the glass for its reflections
Allow tweaking of the specular of the glass for its reflections
Delete core glass shader & sbox_glass, new shader becomes glass
Fix glass not working properly with tiled rendering off
Cleanup & lower default opacity so we don't shadow by default
Update some existing glass materials
https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg
Missed this shader removal whoops
Refraction glass color tint now works with opacity
Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode
Allow switch to multiply for color tinting in refraction mode because it can look better in some situations
Blur masks
Remove grime as a feature and have it on by default, reorganize attribute layout
Remove glass from shader compiler
Fix grime masks not behaving as expected
Recompile with stripped shaders
Add attributes to disable blur & refraction
we can expose this as a convar is needed then
Reorganization & name cleanup
- Reorganize all sections within the shader
- Refraction can have its own normal map now
- Fresnel can be toggled
- Fixed an ambiguity with tint color
Fix specular not being taken into account on glass transparency
Lets get rid of these for now, fixes translucency sorting
Update some glass materials again
Initial work on new glass shader
Initial work on new glass shader
Grime implementation & let grime cast shadows
Grime implementation & let grime cast shadows
Initial work on new glass shader
Grime implementation & let grime cast shadows
Grime implementation & let grime cast shadows
Blur
Blur
Allow fetching diffuse & specular separately for valve shading model
Use valve standard for the time being
Fix reflections oops
Remove grime prefix
Don't redefine SUBPIXEL_AA_MAGIC
Move ui renderstates to ui/pixel.hlsl, no need to copy paste this all the time
Drop PS_OUTPUT for UI shaders
Trim ui shaders & simplify
Simply & strip post processing example
Allow us to omit the VS section now