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22,466 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Use old water for dynamic reflection's first release but convert it to material API to fix a bunch of issue and as forward looking to water2, iterate on water collision
1 Year Ago
Use margin for package selector modal so you can click out of it
1 Year Ago
Fix confusing comment
1 Year Ago
Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities
1 Year Ago
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection Cleanup Frambuffertexture bullshit, it's on scenesystem now Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces Fix pathes and attributes Compiled shaders for SSR except complex Compiled Complex with SSR Default dynamic reflections to 0, cleanup Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions
1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
1 Year Ago
Fix MapSelectionButton NRE
1 Year Ago
FriendCount only counts people playing the game
1 Year Ago
Don't try to inject razor file error locations unless we're the game Create Game Modal We don't need saved games in the default menu Auto height the create game dialog
1 Year Ago
vulkan: more VK_EXT_extended_dynamic_state fixes UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018) RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer ) CRenderContextVulkan::BindVertexBuffer - mark it as used
1 Year Ago
ShaderGraph: ObjectSpaceNormal node ShaderGraph: TransformNormal node can now transform from object space
1 Year Ago
Obsolete Game.Menu.Friends, add Game.Menu.FriendCount Add friends list modal w/ Game.Overlay.ShowFriendsList( options )
1 Year Ago
Welcome screen link tweaks: "Wiki" becomes "Getting Started", move to top
1 Year Ago
Fix error in AssignEntityPointers Add Cloud.Asset (returns string path of cloud asset)
1 Year Ago
UI: Add support for keyframed box shadows - should probably take a look at changing this so that we have consistent property support between transitions and animations
1 Year Ago
Update splash
1 Year Ago
Default game menu uses modal server list
1 Year Ago
Add server list modal, for those that don't want to implement their own
1 Year Ago
CSS: Flex shorthand support
1 Year Ago
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
1 Year Ago
Remove debug spam Added new menu modal system Move over simple package selection modal
1 Year Ago
Sandbox.Utility.Svg wrapper (#1208) * Added Sandbox.Utility.Svg to read paths from a .svg
1 Year Ago
Compiled Complex with SSR
1 Year Ago
Compiled shaders for SSR except complex
1 Year Ago
Fix pathes and attributes
1 Year Ago
Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces
1 Year Ago
CSS: Fix nesting inside `background` (fixes devcam)
1 Year Ago
Cleanup Frambuffertexture bullshit, it's on scenesystem now
1 Year Ago
CSS `background` shorthand no longer requires specific order, more compliant with spec
1 Year Ago
added ash_bin_a prefab
1 Year Ago
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
1 Year Ago
SVG wrapper documentation, moved to Sandbox.Utility.Svg
1 Year Ago
Run game menu shutdown at the end of the tick, should stop logic leaking from running inside tick
1 Year Ago
st&alone: Use test grid texture instead of non-existent burger billboard texture (moved to asset.party)
1 Year Ago
Added Sandbox.Svg to read shapes from a .svg Include stroke and fill colour in parsed SVG paths
1 Year Ago
Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection
1 Year Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence
1 Year Ago
`background` shorthand color transition CSS `animation` shorthand, same syntax as web (https://drafts.csswg.org/css-animations/#animation) - any order
1 Year Ago
Fix Mouse.Delta not working causing dragging in UI not to work too
1 Year Ago
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1 Year Ago
Fix unnecessary mesh instance data assert
1 Year Ago
Add empty decal for water surface, surfaces will always fallback to default
1 Year Ago
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1 Year Ago
Typo fix in asset.party package publish successful
1 Year Ago
ComputeShader.Dispatch: Remark about thread group size being automatic CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
1 Year Ago
Fix mouse snapping back when in relative mode
1 Year Ago
Can opt out of drag scrolling with `Panel.CanDragScroll = false;`, enabled by default (sboxgame/issues/issues/3491)
1 Year Ago
`@readonly` and `@editable` asset browser filters (sboxgame/issues/issues/3205)
1 Year Ago
Basic parsing support for CSS `background` shorthand Move position/length shorthand parsing into Parse.TryReadPositionAndSize (used for both mask & background shorthands) UI: don't clamp UVs in shader when BgRepeat mode is Clamp, fixes angled gradients Background angles conform to css spec - add offset to match +x as being 0 degrees instead of +y