16,844 Commits over 1,277 Days - 0.55cph!
Let static RPCs be nested in other static classes
beer bottle
wip, may have some sorting issues
Merge branch 'master' of sbox
Remove stuff from renderingworld that's from old renderpipelines ( Old SSAO, Old SSR, Dota Depth Prepass, retinaburn )
Fix shadowing on standard shading model, also fixes shadowing on debug visualizations for custom shaders
https://files.facepunch.com/sam/1b2311b1/Hammer%20-%20%5Buntitled_1.vmap%20_%5D%202023-02-23%2009-56-29.mp4
Remove r_ssr and ssao ref from mapdoc
Escape HTML in console messages, only show first line (#819)
* Escape HTML in console messages
Inspecting stuff still works fine
* Only show the first line of console messages
Inspecting them will show the rest
Make sure we're passing lighting constants to screenspace particles
Make ButtonCode internal again
Fixed LastActions getting lost because CUserCmd wasn't grabbing it
Added Input.Pressed and Input.Released for custom actions
Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context
Sfm: Fix crash when recording game
Add resizable graphics item for when I need it
Fix swizzle node causing shader compile error when there's no input
ShaderGraph: Fix WorldPosition node
Don't draw baked fog lighting on hammer, was causing volumetric fog to be drawn twice after compile
Add decode normal option to transform normal node (default true) and add normalize node while we're at it
Escape HTML in console messages
Inspecting stuff still works fine
Only show the first line of console messages
Inspecting them will show the rest
Demote SwappedOutAssemblyReference error to warning
Group hotload result entries with the same message to avoid console spam
Fixed NRE in HotloadResult.ToString()
Log an exception if one type takes over 80% of total hotload, and >500ms
Store input actions as they happen, add `Input.Down( string action )`
Rip out some splitscreen code that was swallowing button released events from ClientDll
Update Vulkan SDK + Volk
Stub old vrad3-gpu, incompatible from using beta vk headers
rendersystemvulkan: fix raytracing being required, remove VK_EXT_debug_report for VK_EXT_debug_utils
vfx_vulkan HLSL compiler using dxc and spirv-tools; rendersystem_vulkan support for how dxc does $Globals / register offsets
Sam's shader changes, need to review; shouldn't need to change this much probbly hiding issues with vfx_vulkan
Yank away solidcolor, seems only old glow used it
Fix warnings and errors in vfx compilation for vulkan
Fix projected_decals crashing shader compiler
Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
Remove generate_decal_normals
Temp fix DXC not interpreting ShadingModel interface correctly
vfx_vulkan: compatability with shadergraph
vfxcompile: display shader compile time in ms
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[hack] manually adjusting some vs register offsets to get shit working
Fix how screenspace particles are drawn, just draw them directly rather than allocating another render texture to them
Only show VR overlay for screenspace particles if we're on VR mode, update post_process shader
Fix some stuff and pull reflection compositing changes from SSR branch so we don't need to compile shaders twice when that's merged
hlsl_parser: Remove D3D9/GL const defs, register allocations and glsl wrappers
rendersystem: RenderContext set their associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads
If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
Small HLSL syntax fixes for DXC + Vulkan (FXC is less strict)
Fix truncation warnings in ViewDirection node (we should never generate code that has warnings)
Add preview toolbar toggle for postprocessing (bloom) default to disabled
Jiggle position and reset each update to force a redraw and update hitbox (temp)
Add description field too for tooltips
Raise output dock when an error happens
Add select color choices for comments
Add option to control cubemap feathering
https://files.facepunch.com/sam/1b2211b1/Hammer%20-%20%5Bcube_priority_test.vmap%20_%5D%202023-02-22%2011-53-48.mp4
ShaderGraph: Alert output of any errors when compiling preview shader
Get rid of DX9/GL only CFakeSamplerShaderParamBuilder
Rewrite overcomplicated RenderState overrides, this would break as soon as you edit the grammar files 😵💫
ShaderGraph: Add cut copy paste to menu bar with shortcuts, update some icons
Demote SwappedOutAssemblyReference error to warning
Group hotload result entries with the same message to avoid console spam
Fixed NRE in HotloadResult.ToString()
Log an exception if one type takes over 80% of total hotload, and >500ms
ShaderGraph: Add remap value node
ShaderGraph: Added Voronoi Noise node
https://files.facepunch.com/ognik/1b2211b1/sbox-dev_81UWPPSRdD.mp4
WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4
Use float input types for A B condition
ShaderGraph: Add logic branch node https://files.facepunch.com/layla/1b2111b1/sbox_GI8JVTw3P2.mp4
Remove neighbors that aren't reflected in our buffer, compile optimized shaders
Remove shitty artifacts while in motion, do denoising reconsruction much better
Fix SDF reflections having wrong roughness
Do contact hardening on SSR reflections, better reconstruction
https://i.imgur.com/lY5VTE5.png
trolley
old/rusty skin
Merge branch 'master' of sbox
Comment explaining what's going on - note to self
Seemingly fixes odd lag compensation rewind tick offset. Seems to have perfect lag compensation results even with 300 fake ping - I need to test this in a real environment though
Merge branch 'master' of github.com:Facepunch/sbox
Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now
Start adding descriptions to nodes
ShaderGraph: Add node palette to drag drop nodes for when you don't want to do it through context menu https://files.facepunch.com/layla/1b2111b1/sbox_NfxUj4Ingn.mp4