reposboxcancel

17,505 Commits over 1,338 Days - 0.55cph!

7 Months Ago
Remove leftover test code
7 Months Ago
Turns out none of this stuff was needed because I'd already coded it
7 Months Ago
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
7 Months Ago
.gitignore: ignore all compiled content except shaders
7 Months Ago
Uncomment this stuff with updated vulkan headers 32 bit depth buffer doesn't imply reverse depth Pixel center always 0.5f
7 Months Ago
Update OpenVR from 1.16.8 to 1.26.7 (latest)
7 Months Ago
Delete VR project Simplify MaterialSystem2 VR code, don't do any native VR setup Initial basic managed openvr setup - just logs hmd position to console for now Debug all tracked devices Skeletal input data Actions, action sets, action state, analog input data Move native wrapper functions into VRNative class Rename enum values Remove unused input source strings Hook up compositor, settings, device properties & info Move constants Move a bunch of stuff in VRNative, clean up Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now Only init if -vr specified, ensure active Init overlay, bindings for dashboard visible & drawing controllers Move vr-specific input into Sandbox.Engine Proper way of converting matrices from steamvr -> sbox, push test hmd data to game C# has control over whether vr is enabled Also add `vr_enabled` concmd so that we can test toggling VR at runtime IsLeftHandDominant, Enabled TriggerHapticVibration Document TrackedDevice, remove unused, update skeletal data Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms Compositor submit bindings, cleanup Submit all the info we need to camera renderer + start rewriting stereo rendering Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing Clean up Initial managed VR / stereo rendering logic Remove tracked device debug spew SceneCamera.RenderStereo, allow eye targeting Build & override camera frustum based on params provided by steamvr Clean up unused shit Remove native SetupStereoFrustums Remove unused camerarenderer stage RenderStereo uses correct view flags etc., clean up Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken Initial compositor submit, Vulkan only for now Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL Poll events & get poses correctly Check error inside PollEvents Clear first draw Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`) https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png Submit & impl submit for DX11 Fix VRCompositorError_SharedTexturesNotSupported on dx11 Tidy up submit logic Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it MSAADefaultNonVR -> MSAADefault Bounds fix Merge fixes
7 Months Ago
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it Be a bit more accurate with Rotation equality Add SceneCamera.EnableUserInferface
7 Months Ago
Initial Vulkan update merge New rendersystem interface bits Base rendersystem updates Sync rendersystemempty w/ public Partial update rendersystemdx11 scenesystem updates rendersystemvulkan bits and bobs Minor glossary of differences we keep with upstream rendersystemvulkan Update thirdparty/vulkan, custom Valve changes Some more shit Can use these vma internals now Keep numStages at 5 for offset calculation (for now) vk: check what depth format is properly supported msaa stuff
7 Months Ago
Fuck all of that actually, just leave a better comment here
7 Months Ago
Make sure intermediate depth matches intermediate output color render target ComputePipelineRenderTargetInfo doesn't care if toolview is false This does the same shit r_textures_list_all - see all resident textures
7 Months Ago
tier0: new memalloc aligned16 accessors CResourceNameGetter inherits CResourceName Don't stub CSceneSystem::SetMainSwapChain in tools, why would we not want SCENE_RTSIZE_FRAMEBUFFER the correct size RenderTarget.GetTemporary uses 32 bit depth when needed fix options.cpp redefinition
7 Months Ago
Editor.Animate promoted to public
7 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights
7 Months Ago
Add SceneCamera.OnRenderOverlay
7 Months Ago
BoolControlWidget: don't propagate mouse press to parent widgets
7 Months Ago
Added path for updating audio listener outside of client gameloop
7 Months Ago
Start trying to phase out RnHull and RnMesh
7 Months Ago
Bounds fix
7 Months Ago
MSAADefaultNonVR -> MSAADefault
7 Months Ago
Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it
7 Months Ago
Remove bullshit from RnHull and RnMesh to see if still loads and how
7 Months Ago
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
7 Months Ago
Extended info in editor startup when waiting for account information Skip null children in TreeNode list
7 Months Ago
Tidy up submit logic
7 Months Ago
Rotation Gizmo should return false if not rotated
7 Months Ago
Add Material.GetTexture( name ) (gets the texture by shader variable name)
7 Months Ago
Rescale bodies and joints on aggregate creation using aggregates scale
7 Months Ago
Support joint scaling https://files.facepunch.com/layla/1b1411b1/sbox_0123.mp4
7 Months Ago
Support hull scaling
7 Months Ago
Support capsule scaling
7 Months Ago
Support sphere shape scaling Scale sphere debug shape transform
7 Months Ago
Fix TypeDescription.Init exceptions Remove unused on ManagedTools Send an "game.loaded" event to tools when the game has loaded
7 Months Ago
Fix VRCompositorError_SharedTexturesNotSupported on dx11
7 Months Ago
Initial compositor submit, Vulkan only for now Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL Poll events & get poses correctly Check error inside PollEvents Clear first draw Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`) https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png Submit & impl submit for DX11
7 Months Ago
oops obviously the assetsystem can be null from other contexts
7 Months Ago
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
7 Months Ago
Port over shadow controller
7 Months Ago
Hash fog volumes and update clipmaps when they change
7 Months Ago
Add Decal.Place( SceneWorld, ... )
7 Months Ago
Fix trigger touch events, skip contact AFTER activating it
7 Months Ago
Adjust inertia tensor based on the ratio of custom mass to computed mass
7 Months Ago
Shape AsSphere and AsCapsule
7 Months Ago
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
7 Months Ago
Make aggregate physics library agnostic
7 Months Ago
Testing method for creating a decal in scene worlds
7 Months Ago
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
7 Months Ago
Implement some more annoying joint functions
7 Months Ago
Add SceneLight.FogLighting Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
7 Months Ago
Set joint local frames