branchsbox/new-shader-api-premergecancel

9 Commits over 30 Days - 0.01cph!

3 Years Ago
Cleanup Update thirdpartylegalnotices More cleanup Add ExtraLightData for area lights and LightTypeAreaType_t to make it easy to expand
3 Years Ago
Add Area Light postprocessing methods Iterate lighting and shading data
3 Years Ago
Fix spazzing on structured buffers on unskinned meshes Some rework on structured transform buffers, pass correct offsets (in theory)
3 Years Ago
Flag to renderdevice that we want to use structured buffers Adjustments to structured buffer transforms
3 Years Ago
FloatSlider fix List property passes down attributes Can get AssetType by file extension Added Paint.SetBrushLinear( pos, pos, color, color ) Added Theme.DrawButton Added Widget.OnDragStart Create ResourceProperty.cs Allow creating a dialog without stomping all the good stuff Play sound when selecting sound sample in asset browser AssetPicker.SaveButton Add play sound button to sound asset property If the asset is missing/unknown, signal that FindByPath can find relative paths too Asset.Path uses the primary asset extension Fix stack trace view Warning fixes Fix Avatar template error Fix FindAndConvertResources sometimes not finding assets Ignore *.generated.vtex_c Add .generated. to material compile texture generations Initialize imported function array so we can't end up with junk contentbuilder can run without crashing Create 6.Build-Content.bat Another contentbuilder fix Remove broken materials Add Build Content step to ci road signs - removed old materials Street lamp - removed old material Road signs - removed old materials Update ci.yml Remove broken texture ContentBuilder less spammy Should be able to now delete these generated textures, and they get remade on content build and everything is sweet Animgraph groups (#221) New Outfit Piece - Brown Leather Jacket New Brown Leather Jackets, LODs to come soon, some small adjustments to the tactical vest to work ontop of the jacket and future pieces. Planning to further adjust these pieces and their skinning. Simplify in game console EnumProperty draw icon Fix stack trace NRE Brown Leather Jacket LODs and small adjustments to skinning Fixed certain model selection widgets having excessive whitespace on their right animgraph tool, post processing tool & material preview selectors specifically Animgraph: Fix nodes not updating properly when modifying attributes Fixed Button.Released never being called Added widget context Add Utility.VoiceRecording (via @aylaylay) Don't try to play uncompiled sound Added AssetSystem.RegisterFile Added Paint.HasPressed Move VoiceRecording Throw if property databind is null AssetProperty creates sound recording/playing buttons via "assetextra:vsnd" Update material icons Animgraph: Remove connection from node if the output was removed Update animgraph help text for group nodes Remove the model config system as it is unused Removed empty leather_jacket model qt update Quick compile fixes Quick compile fixes beech and cotoneaster shrubs/hedges files Restore entity push movement code so platform entities can move folding sign - adjusted lod distance Fixed path entity nodes not spawning if that setting is enabled Also fixed Hammer.LineAttribute New Outfit Piece! - Party Glasses Some new pink party glasses - LOD's soon to come. temporary barrier - LODS Add distance squared variants for Vector2 & Vector3 Add per component lerping for vector2 & vector3, added Clamp to vector2 IsNearlyEqual for vector2 Vector2 min & max Vector2 LerpTo Add DivideByZeroException to whitelist Added random_color ModelDoc node, applies a random color on spawn Restore missing descriptions for particle and random_color modeldoc nodes Make BasePathEntity.DrawPath a virtual Make DoorEntity.Locked & State network to clients Party Glasses LODS Lods to Party Glasses and small adjustments to leather jacket modeldoc temporary barrier - gibs Don't stomp horizontal scroll velocity Improve Hammer workflow for creating game entities https://files.facepunch.com/matt/1b2911b1/sbox_qmlxFg0pft.png Use a factory interface for Hammer tools as natively there's a tool class for each open editor session Road signs - work started to add breakable sign prefabs wood crate - lod0
3 Years Ago
Tag code as NOT using constant buffers, as we are using structured buffers now Support for both Constant and Structured buffer
3 Years Ago
Strip texture transform entirely from scenesystem Fix shader code related to structured buffer transforms
3 Years Ago
Move away from a cbuffer to a structured buffer Set the config on transform_buffer correctly
3 Years Ago
Merge branch 'new-shader-api' of sbox into new-shader-api-premerge Iterate on shading, cleanup internal sbox_pixel Add new standard.vfx ubershader Merge branch 'master' of sbox into new-shader-api-premerge Mixed light support Iterate on new shader api, make inputs take preprocessed shaderparams rather than pixelinput and material data Boost ambient occlusion on hemispheric light coming from up-down Merge branch 'master' of sbox into new-shader-api-premerge Lightmapped direct light support, better define shading struct Merge branch 'master' of sbox into new-shader-api-premerge Merge branch 'master' of sbox into new-shader-api-premerge Start using classes for shading itself Merge branch 'master' of sbox into new-shader-api-premerge Remove warnings, iterate on class-based shading, cleanup tidy up api Strip ShadeParams from lighting data, that should be exclusive to shading classes More indirect lighting work DFG Lookup table Unclustered seamless cubemaps, fix view ray Add DFG texture sampler to shader