branchsbox/glass-rewritecancel

46 Commits over 31 Days - 0.06cph!

4 Months 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
4 Months Ago
Fix framebuffer copies in material editor Closes sbox-issues/issues/1204
4 Months Ago
Optimized compile
4 Months Ago
Allow refraction & blur to be visualized in the material editor
4 Months Ago
Update glass materials
4 Months Ago
Make sure we're always within our framebuffer copy rect fix sort mismatching
4 Months 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
5 Months Ago
Remove grime prefix
5 Months Ago
Fix reflections oops
5 Months Ago
Allow fetching diffuse & specular separately for valve shading model Use valve standard for the time being
5 Months 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
5 Months 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
5 Months Ago
Initial work on new glass shader # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows # This is the commit message #2: Grime implementation & let grime cast shadows # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur # This is the commit message #2: Blur Initial work on new 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
5 Months Ago
Initial work on new glass shader # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows # This is the commit message #2: Grime implementation & let grime cast shadows # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur # This is the commit message #2: Blur Initial work on new 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
5 Months Ago
# This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows # This is the commit message #2: Grime implementation & let grime cast shadows # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur # This is the commit message #2: Blur Initial work on new 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
5 Months Ago
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
5 Months Ago
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
5 Months Ago
Update some glass materials again
5 Months Ago
Lets get rid of these for now, fixes translucency sorting
5 Months Ago
Fix specular not being taken into account on glass transparency
5 Months Ago
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
5 Months Ago
Fix addon editor being fucked Add simple_liquid to replacement list too Fixed long exceptions inflating inspector minimum size There weird minimum size increase from contents behavior is still somewhere in Qt's sources. Fixed hidden exception spam on startup Docs + try to mess with api docs website Fix rendering scene to pixmap not working with multisampling enabled Fix save button not working with custom BaseResourceEditor Clothing icons (first iteration) Update clothing icon editor Don't show button text on avatar screen Some entity docs Make DoorEntity.UpdateState private Codegen'd 'To' methods preserve accessibility Ignore vs folder Switch icons to jpg Revert "Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass" This reverts commit df3835dff9ab74bacf1a0b3f9aa9bd2dafe1b8bf. Revert "Citizen: updated skinning on LOD0" This reverts commit 0f754ec4457ac35441c48ca7b004017ed705c163. Temporarily roll back recent Citizen mesh changes while some obscure bone transform issues are being figured out removed legacy clothing items: beret, hardhat, tophat, cap, leathercap, security helmet, wooly hat, service hat, hipsecurityholster, unibrow, dress.kneelength, legacy eyelashes, glasses_stunnershades, glasses_thickrimmed, gloves_workgloves, all legacy hairstyles, tuxedo, legacy hoodie, labcoat, lips, pearl earrings, office shirt, police uniform shirt, service shirt, turtleneck, short sleeve shirt, legacy smart shoes, legacy trainers, heels, workboots, cargo shorts, labtrousers, police uniform trousers, legacy smart trousers, legacy jeans, legacy tracksuit, high vis vest, security kevlar vest Merge branch 'master' of sbox fixed missing texture reference on stylish glasses Fix intersection on box on tiled light builder, don't bother trying to get intersection inside of box Also reenable depth cull Bloat bbox a bit to catch edges, send updated compiled shader Simplified how SceneLights work. If you're creating manual SceneWorlds you might need to tweak your lights.. Tweaking clothing icons Steamworks tweaks New Outfit Piece! - Trackie Bottoms (Grey & Black) We have some new trackie bottoms, with grey and black variations LODs coming asap. https://files.facepunch.com/daniel/1b0811b1/Photoshop_J4U3qrOaBG.jpg New Leaderboards API wraps Steam Leaderboards Merge branch 'master' into glass-rewrite
5 Months Ago
Add attributes to disable blur & refraction we can expose this as a convar is needed then
5 Months Ago
Recompile with stripped shaders
5 Months Ago
Initial work on new glass shader Grime implementation & let grime cast shadows Blur 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
5 Months Ago
Fix grime masks not behaving as expected
5 Months Ago
Initial work on new glass shader Grime implementation & let grime cast shadows Blur 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
5 Months Ago
Remove glass from shader compiler
5 Months Ago
Remove grime as a feature and have it on by default, reorganize attribute layout
5 Months Ago
Blur masks
5 Months Ago
Allow switch to multiply for color tinting in refraction mode because it can look better in some situations
5 Months Ago
Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode
5 Months Ago
Refraction glass color tint now works with opacity
5 Months Ago
Missed this shader removal whoops
5 Months Ago
Initial work on new glass shader Grime implementation & let grime cast shadows Blur 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 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
5 Months Ago
Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg
5 Months Ago
Cleanup & lower default opacity so we don't shadow by default
5 Months Ago
Fix glass not working properly with tiled rendering off
5 Months Ago
Delete core glass shader & sbox_glass, new shader becomes glass
5 Months Ago
Initial work on new glass shader Grime implementation & let grime cast shadows Blur 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
5 Months Ago
Allow tweaking of the specular of the glass for its reflections
5 Months Ago
Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
5 Months Ago
Allow fogging of grime & glass
5 Months Ago
Blur
5 Months Ago
Grime implementation & let grime cast shadows
5 Months Ago
Initial work on new glass shader