17,500 Commits over 1,338 Days - 0.54cph!
More RenderHooks
Remove a bunch of unused layers
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
CResourceAsset::CanRecompile - don't care about leafiness
RenderDoc API
Early out of CPixEventScope if !IsRenderDocEnabled
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
Kill lpv_skycoverage and lpv_sdf from vrad3 too
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
Modeldoc morph frame (#548)
Stretch morph frame editor
Remove some obvious unused netvars from baseentity
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
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 anim decode cache being used elsewhere even when it's disabled
Sandbox.Engine: Added Dedicated Server launch config
Fixed concommands being omitted when run through dedicated server console
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Hammer cloud models (#469)
Simplify this since Package.Fetch can handle a asset.party url
Handle widget deleted while fetching packages
Package -> view in browser
Custom render the model thumbnail
Fix game_packages being stomped by migration propery this time
Progress update when downloading game package in Hammer
AssetSystem.InstallAsync can do games, but ignore downloading assemblies
Don't stomp game_packages each load
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
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
Don't limit framerate while smooth scrolling
Asset Party activated using filter text, auto pagination
Citizen/clothing: posh dress LOD3 remade
Fix NRE when loading a map with metadata but no cloud_packages
Double clicking a cloud asset installs and opens it
ModelDoc: Set anim file start and end frame to unset when changing takes
Fix Api queries not caching
Add Package.Query.GetCountAsync()
Show layout/paint time in listview debug (alt + pause)
Delete CToolService::ThrottleRenderingToYieldCPU
Fix framebuffer copies in material editor
Closes sbox-issues/issues/1204
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
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
Calc bone constraints for bone merged anim objects, fixes #540
Add search to remote asset browser
Allow refraction & blur to be visualized in the material editor
Add Package.TryParseIdent
Store packages with #version
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
Can call ComputeShader.Dispatch outside of render loop
ConstantBuffer can be updated outside of render loop
Drop PS_OUTPUT for UI shaders
Complain if sizeFactor < 1 in RenderTarget.GetTemporary
Delete RenderAttributes on the main thread
Add Graphics.MeasureText
Cleaning up
Trim ui shaders & simplify