reposboxcancel

22,418 Commits over 1,614 Days - 0.58cph!

2 Years Ago
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
2 Years Ago
Don't react to assetsystem.changes in the remote asset browser, fixes flickering whilst assets are being installed as well as it refreshing on map save
2 Years Ago
Optimized compile
2 Years Ago
Calc bone constraints for bone merged anim objects, fixes #540
2 Years Ago
Add search to remote asset browser
2 Years Ago
Allow refraction & blur to be visualized in the material editor
2 Years Ago
Add Package.TryParseIdent Store packages with #version
2 Years Ago
Update glass materials
2 Years Ago
Make sure we're always within our framebuffer copy rect fix sort mismatching
2 Years 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
2 Years Ago
Latest from Valve
2 Years Ago
PS_INPUT -> PixelInput
2 Years Ago
Don't redefine SUBPIXEL_AA_MAGIC
2 Years Ago
Move ui renderstates to ui/pixel.hlsl, no need to copy paste this all the time
2 Years Ago
Can call ComputeShader.Dispatch outside of render loop ConstantBuffer can be updated outside of render loop
2 Years Ago
Drop PS_OUTPUT for UI shaders
2 Years Ago
Complain if sizeFactor < 1 in RenderTarget.GetTemporary Delete RenderAttributes on the main thread Add Graphics.MeasureText Cleaning up
2 Years Ago
Trim ui shaders & simplify
2 Years Ago
Simplify program check
2 Years Ago
Refactor managed mapview drop target, add path for varying behaviour for different asset types, cleanup & comment
2 Years Ago
Citizen: LOD2/3 doesn't cull *_lower_* helpers anymore (see commit description) Previously, *_lower_* helpers were included in the cull list. However, the bone constraints still get computed under the hood, and the influence of those helpers crosses a boundary between different body regions, which could cause a problem: a bonemerged item that includes its own copy of the body meshes (for culling reasons) would still get the constraint applied, but the rest of the original body wouldn't (by virtue of the helper influence having been culled), creating a very ugly and noticeable seam. Citizen/clothing: posh dress LOD2 remade
2 Years Ago
New Outfit Piece! - Police Hat https://files.facepunch.com/daniel/1b2611b1/police_hat_present.png LODs coming ASAP.
2 Years Ago
Rewrite 99% of dof Adaptive downsample dof Any size blur kernel, more cleanup Some more dof cleanup, am going to wrap up in the morning
2 Years Ago
Citizen/clothing: posh dress skinning improvements + neck seam fix
2 Years Ago
Move FilmGrain to RenderHooks Moved MotionBlur Remove falloff stuff Move pixelate Chromatic Aberration Strip panini, lens distortion - don't work
2 Years Ago
Citizen/clothing: necklace LOD2 is in fact 3, not 2
2 Years Ago
Optional ps too
2 Years Ago
Fix vignette setting, add to devcam https://files.facepunch.com/garry/03c39271-9278-440b-97ca-7af444896246.mp4
2 Years Ago
Simply & strip post processing example
2 Years Ago
Converted DevCam ColorPanel PostProcess
2 Years Ago
Allow us to omit the VS section now
2 Years Ago
Fixed default font size not scaling to screen properly
2 Years Ago
Move depth of field to standalone renderhook Fix bind throttling being too severe Don't hide the glow outlines when pressing use
2 Years Ago
Allow entry points to be optional
2 Years Ago
Add Graphics.DrawIcon, Graphics.DrawQuad, Graphics.DrawRoundedRectangle Add Vector4.Length, LengthSquared, IsNearZeroLength Obsoleted Draw2D stuff can use Graphics stuff Converted addon code to not use Draw2D
2 Years Ago
Fix shader compile
2 Years Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file Recompiled shaders Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code Refactor Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes Create Graphics.cs Move Render to Graphics Backwards compatibility fix Convert some addon side code to use Graphics instead of Render Graphics.Quad transition More Sandbox.Render -> Graphics Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
2 Years Ago
Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
2 Years Ago
Forgot this, pass asset name as string for now
2 Years Ago
Fix some sanity checks
2 Years Ago
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
2 Years Ago
Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely
2 Years Ago
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
2 Years Ago
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code" This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c. Revert "Fix perspective on ui shader" This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
2 Years Ago
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
2 Years Ago
Maybe fix a crash in state machines
2 Years Ago
Remove zero weights, don't need to save these Add the random, zero, one buttons
2 Years Ago
Use property editor for morph node Rename morphpose node to morphframe, consistent with animframe Update morph node from property editor Rename qnodeeditor_morphlist to qnodeeditor_morphframe
2 Years Ago
More Sandbox.Render -> Graphics
2 Years Ago
Graphics.Quad transition