reposboxcancel

17,500 Commits over 1,338 Days - 0.54cph!

1 Year Ago
More RenderHooks Remove a bunch of unused layers
1 Year Ago
Front blur support, reduce artifacts Correct orientation space for dof, more adjustments Merge branch 'post-processing-sucks' of sbox into post-processing-sucks Adjustments to adaptive dof, gets blurrier the closer you focus, use another formula for calculating downsample Discard backfacing samples Fix alpha plane on dof Don't remap to viewport depth range, we need the absolute values Mask alphatest while keeping the cool fade Remove debug crap and push the shader objects
1 Year Ago
CResourceAsset::CanRecompile - don't care about leafiness
1 Year Ago
RenderDoc API Early out of CPixEventScope if !IsRenderDocEnabled
1 Year Ago
Add convar to control CPixEventScope Delete water layer sc_log_submits depth buffers too Delete DrawOverWorld layers Optimize CPixEventScope Fixed render hooks resolving Clean up
1 Year Ago
Kill lpv_skycoverage and lpv_sdf from vrad3 too
1 Year Ago
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
1 Year Ago
Modeldoc morph frame (#548)
1 Year Ago
Stretch morph frame editor
1 Year Ago
Remove some obvious unused netvars from baseentity
1 Year Ago
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
1 Year Ago
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
1 Year Ago
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
1 Year Ago
Fix anim decode cache being used elsewhere even when it's disabled
1 Year Ago
Sandbox.Engine: Added Dedicated Server launch config
1 Year Ago
Fixed concommands being omitted when run through dedicated server console
1 Year Ago
Front blur support, reduce artifacts Correct orientation space for dof, more adjustments
1 Year Ago
Hammer cloud models (#469)
1 Year Ago
Simplify this since Package.Fetch can handle a asset.party url
1 Year Ago
Handle widget deleted while fetching packages
1 Year Ago
Package -> view in browser Custom render the model thumbnail
1 Year Ago
Fix game_packages being stomped by migration propery this time Progress update when downloading game package in Hammer
1 Year Ago
AssetSystem.InstallAsync can do games, but ignore downloading assemblies Don't stomp game_packages each load
1 Year Ago
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
1 Year Ago
Refactor game packages to use metadata, and use AssetSystem.InstallAsync to make sure we have any game assets avaliable which will resolve Facepunch/sbox-issues#1748
1 Year Ago
Don't limit framerate while smooth scrolling Asset Party activated using filter text, auto pagination
1 Year Ago
Citizen/clothing: posh dress LOD3 remade
1 Year Ago
Fix NRE when loading a map with metadata but no cloud_packages
1 Year Ago
Double clicking a cloud asset installs and opens it
1 Year Ago
ModelDoc: Set anim file start and end frame to unset when changing takes
1 Year Ago
Fix Api queries not caching Add Package.Query.GetCountAsync() Show layout/paint time in listview debug (alt + pause) Delete CToolService::ThrottleRenderingToYieldCPU
1 Year Ago
Fix framebuffer copies in material editor Closes sbox-issues/issues/1204
1 Year Ago
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
1 Year Ago
Don't react to assetsystem.changes in the remote asset browser, fixes flickering whilst assets are being installed as well as it refreshing on map save
1 Year Ago
Optimized compile
1 Year Ago
Calc bone constraints for bone merged anim objects, fixes #540
1 Year Ago
Add search to remote asset browser
1 Year Ago
Allow refraction & blur to be visualized in the material editor
1 Year Ago
Add Package.TryParseIdent Store packages with #version
1 Year Ago
Update glass materials
1 Year Ago
Make sure we're always within our framebuffer copy rect fix sort mismatching
1 Year Ago
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
1 Year Ago
Latest from Valve
1 Year Ago
PS_INPUT -> PixelInput
1 Year Ago
Don't redefine SUBPIXEL_AA_MAGIC
1 Year Ago
Move ui renderstates to ui/pixel.hlsl, no need to copy paste this all the time
1 Year Ago
Can call ComputeShader.Dispatch outside of render loop ConstantBuffer can be updated outside of render loop
1 Year Ago
Drop PS_OUTPUT for UI shaders
1 Year Ago
Complain if sizeFactor < 1 in RenderTarget.GetTemporary Delete RenderAttributes on the main thread Add Graphics.MeasureText Cleaning up
1 Year Ago
Trim ui shaders & simplify