- "Save as Model" in Mapping Tool now uses the model's origin instead of the worlds origin.
- The exported vmdl now supports Mesh, Hull, or None for collision types (based on the selected MeshComponent) instead of always including a mesh collider.
Environment.Exit triggers DLL unloading which causes native code to callback into managed after CLR shutdown.
Use Plat_ExitProcess instead which terminates immediately without running DLL destructors.
* DDGI stub with rasterized path
* Debug probes and fix stuff
* Simplify all of this, add system later
* Iterate, start integrate
* Integrate depth, allow copying depth to another format
* Iterate, fix depth, send ddgi volume data to gpu, start integrating on lighting compositing, almost there
* DDGIVolume gets bake button, doesnt bake automatically, correct transformation
* DDGI Visibility Tests wip
* DDGI Volumetric Fog
https://files.facepunch.com/sampavlovic/1b2911b1/sbox-dev_UCziuQjdTQ.mp4
* Fix ddgi depth integration, iterate
* Simplify this and correct octahedral coordinates seams
* Iterate
* Probe is 8x8, do normalization directly, cleanup
* Bias probe position, visibility adjustments, make eveyrthing smoother
* Unify integration in SampleProbeData, still need to clean it further
* Unify integrate passes
* Add view bias and use border as per papers, fixes most distortion when using visibility at the same time
https://files.facepunch.com/sampavlovic/1b0411b1/sbox-dev_laDCpwFxk5.png
* Cleanup and fixes for border, cleanup sampling code too
* Proper compositing for DDGI for maps that have baked lighting already, could still have more thought to avoid uncessesary branching
* DDGI System, allow for multiple volumes in scene, cleanup
https://files.facepunch.com/sampavlovic/1b0711b1/sbox-dev_xcJUeit2s4.pnghttps://files.facepunch.com/sampavlovic/1b0711b1/sbox-dev_c59O7Bea6p.png
* Rebase fixes, the way to do this sucks
* Caching tests, Texture.GetPixels3D seems a bit messed
* ddgi.texturecache texturegenerator, much simpler, caches texture nicely and doesnt lead residues on ram after uploaded
* Add LPVDebugGrid on managed, make DDGIVolume use it, dont save cache texture on disable, works way faster than gizmos
* Update volume only if it's enabled
* DDGI on AmbientLight.hlsl
* Simplify and fixes
* ExtendToSceneBounds, rebake envmaps when bake finished, normalbias
* RENDER_DEFAULT_STATE_RASTERIZER probably shouldnt remove override of rasterizer state
* Cleanup
* [Pick] Fix TextureCompiler not compiling 3D textures properly, make Texture.GetBitmap work with 3D textures
* Add NoPrepassCulling, avoids "rays" from probes that are inside geometry from leaking light
https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_bQfsZlWwop.png
* Final adjustments and cleanupj, name this Indirect Light Volume
* Indirect Light Volume prefab
* Remove log infos, adjust sliders
* Whoops
* format
* Rebase fix
* Re-apply the currently tracked cull mode so the override state binds immediately, makes sure that SetLayerNoCull works as intended
* Enqueue probes that affect geometry first, this gives quicker iteration results
https://files.facepunch.com/sampavlovic/1b1911b1/Screen_Recording_2026-01-19_at_16.16.36.mov
* float16 guards for ddgi_integrate, avoid NaNs
* Texture.Save supports volume textures
* DDGIVolume saves using the super nice Texture.Save api instead of texutre generator
* Do the same color punchy look thing we do for envmap probes in ddgi probes
https://files.facepunch.com/sampavlovic/1b1911b1/ezgif-13a1dd53fc7688fe.gif
* Don't save ddgi async, just do it directly
* DDGI editor icon
https://files.facepunch.com/sampavlovic/1b2011b1/F1I0KaZt5j.png
* Shaders
* Format
* Add EditorSystem.Camera
* Move texture creation to DDGIProbeUpdaterCubemapper, build probes in order from the camera, use async instead of an update
* Dont multiply DDGI diffuse by AO, that's done on the shadingmodel, this gives accurate multibounce as well
* Update probes sequentially again, makes sure results are consistent, if we do near camera again, should do it with same logic to keep probes that affect geometry first too
* Move NoPrepassCulling to RenderToCubeTexture, can't figure out why behaviour is different between these but solves light leak issue
* Fix overriding array not working for depth textures, make this clearer
* Overriden rasterizer state actually overrides when doing SetCullMode
* Rework border logic, should be seamless now
* Experiment with shadow sharpness being soft, with borders being fine the variance shadow map stuff from DDGI paper looks correct
https://files.facepunch.com/sampavlovic/1b2211b1/sbox-dev_UNTiRmJ7Fw.png
* Make Depth Sharpness a Property instead
* Delete copy_border shader, do everything within the same shader with groupshared memory, actually sample borders correctly, this reduces octahedral border aliasing to a minimum
https://files.facepunch.com/sampavlovic/1b2311b1/sbox-dev_FqPPpRZ6MD.pnghttps://files.facepunch.com/sampavlovic/1b2311b1/Source2Viewer_TiqGxdYWwX.png
* Distance calculations use unbiased probe-space position so when we move ddgi transform it doesnt fuck visibility up
* Make DDGI Debug Grid use gizmo pooling so it follows gizmo visibility rules (hidden when gizmos disabled, not in cubemaps)
* DDGI Relocation proto, Moves probes out of geometry to unfuck artifacts
https://files.facepunch.com/sampavlovic/1b2311b1/ezgif-1afaed4e1c2ac9a5.gifhttps://files.facepunch.com/sampavlovic/1b2311b1/ezgif-11a3e64fd2952590.gif
* DDGI less contrasty
* Parallelize relocation
* More resilient tracing tests & give option to deactivate if probe is fully inside of geometry instead of relocating those fully occluded
* Simplify LPVDebugGrid, remove all the fucking mess from it
* Simplify DDGIVolume, hide all the bullshit
* VTexWriter allows to save as uncompressed, make Relocation texture uncompressed since we want alpha to be flags
* Add Graphics.FlushGPU
Forces the GPU to flush all pending commands and wait for completion.
Useful when you need to ensure GPU work is finished before proceeding.
Can be called outside of a render block.
* DDGIVolume uses Graphics.FlushGPU instead of dumb Task.Await, density goes up to 10, Debug Grid updates if we change probes
* Format
* Doubt we are going to use flags, just store alpha as active state directly, makes it more resilient to eventual compression
* Sprite was calculating offset incorrectly and causing ambient lighting to be fucked, fog was fucked too
https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_i3h4RcWncI.png
* DDGI should really be under Light not Misc
* Keep LPVDebugGrid render bounds infinite, SceneCusotmObject shouldnt change it from there
* Move RelocationTexture to same Generated behaviour so we dont override the property it while we are rendering, make probes default visible
* Remove shitty hack from scenecamera and make DDGIVolumeUpdater take scene renderattributes, makes DDGI bounces retrofeed from itself
Should fix terrain rendering being fucked in DDGI too
Will see to make this more generic
https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_uzXYN0Qzw6.png
* Make Energy Loss an attribute for DDGI, I prefer a more contrasty look but there are scenes where you'd want more accurate energy conservation, first picture is an example where energy loss contrast makes it look worse
https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_kdTH1qhEwR.pnghttps://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_gMoRxorzV0.png
* Progress system can be toasts
* Clean up progress system, always available now via Application.Editor.
* Added Scene/Bake DDGI Volumes
* Changed DDGIVolume to IndirectLightVolume
* Refinement steps for probe relocation
* Kill existing bake if disabled or ticking bake again
* EnergyLoss is Contrast and increase max density, keep default contrast to the value I'm happy with
* Don't call it the implementation name to the user
* formet
* Build shaders
* Bind dummy DDGI_Volumes buffer as default on high level
---------
Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
Speculative fix for the EnqueueResourceManifest crash reported on Sentry.
The crash occurs in a thread-interlocked compare-exchange operation:
```
ThreadInterlockedCompareExchange64
ThreadInterlockedCompareExchangePointer
CTSQueue<T>::InterlockedCompareExchangeNode
CTSQueue<T>::Push
CTSQueue<T>::PushItem
CResourceSystem::EnqueueResourceManifest
CResourceSystem::CreateResourceManifestInternal
Exports::g_pRsrcSystm_LoadResourceInManifest
```
The most likely cause of a ThreadInterlock failure is a null pointer. AFAIK the resource queue only becomes null during shutdown, so this crash is probably a race condition where managed code attempts to load a resource while the engine is shutting down.
- Auto-cleanup idle voice handles: Voice sound handles are now killed when player hasn't been talking for a while
- Audio Occlusion refactor: Moved occlusion calculation to a dedicated SoundOcclusionSystem GameObjectSystem for better organization
- This now performs really well, so we could look into improving our occlusion calculation: proper damping when sound is transferred via wall, path tracing for occlusion etc. (will open a separate issue)
- Fix mixer early return bug: Fixed issue where mixer could return early, potentially skipping sounds
- Voice Component lipsync toggle: Added option to enable/disable lipsync processing on VoiceComponent
- Cheaper HRTF for voice audio: Disabled expensive bilinear interpolation for voice and certain other sounds in Steam Audio
- Editor MixerDetail perf: Skip frame updates on MixerDetail widget when not visible
- Reduced allocations in audio systems: Optimized away List and LINQ allocations in SoundOcclusionSystem, Listener, and SoundHandle.Source
- MP3 decoder buffer optimization: Improved buffer handling in native CAudioMixerWaveMP3 to reduce overhead
Depending on scenario can reduces audio frame time by up to 30%.
This should also drastically improve performance for games that use VOIP.
* Clustered prototype
* Cleanup
* Cleanup, clustered culling uses switch case for readability, put generic math classes in math folder,
* Decals evaluate as a sphere, simpler, API for envmaps and lights dont take positionSs anymore
* Revert this shit on complex
* TiledCullingLayer > ClusteredCullingLayer
* Remove references to UseClusteredLighting/UseTiledLighting, just make it work everywhere
* Remove old tiled culling files
* Remove ClusterFrustum.hlsl since we have a generic one
* Remove OBB as we just test simple bounds for decal
* Final cleanups
* Remove references to tiled culling from native engine
* Adjust toolsvis for clustered
* Rename tiled culling references to clustered culling in render pipeline and tools visualization
* Build shaders
* Format
* Fix fog's near frustum cull plane and clustered warning from Mr. Copilot
* remove the last crumbs from tiled rendering
* Update shaders
* skybox rendering use ClusteredCullingLayer instead of TiledCullingLayer
* Volume fog still referencing MAX_LIGHTS_PER_TILE, should have it using clusters but slower for now
* RENDER_DEFAULT_STATE_RASTERIZER probably shouldnt remove override of rasterizer state
* Add CSceneLayer::SetLayerNoCull(), we need it to avoid light leaks when rendering DDGI probes
* Update src/rendersystem/rendercontextbase.cpp
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Recreating it works fine on Intel GPU, no issues on validation but didnt work on other cards, there is a better way to do this from native without dangling around
Fixes https://github.com/Facepunch/sbox-issues/issues/9675
* Make MSAA setting work on editor SceneRenderingWidgets
MSAA settings never worked with editor viewport, only on game tab, now with playmode it always takes highest MSAA value from hardware regardless of what
Two things from this PR:
* Pass current engine MSAA setting when creating SceneRenderingWidget swapchain
* Add callback when video settings are changed, recreate swapchain when so
Replicates fine for all SceneRenderingWidgets, applies instantly
https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_bjEMrrYe71.mp4
* Push RenderMultisampleType_t nMSAAAmount on interop
* Re-enable CreateBLAS in RenderDeviceVulkan
* Update SPVRemapper to suppot raytracing opcode remapping
* Null initialize BLAS on RenderMesh
* Clean proper to generate BLAS on mesh data loading
* SceneRaytracingSystem stub
* Glue SceneRaytracing
* Remove pipelines from SceneRaytracing for now, just do TLAS, tie it to SceneRaytracingSystem, updates only once per frame just like how we want in a clean way
https://files.facepunch.com/sampavlovic/1b0611b1/ngfx-ui_Ck3ckzQQFT.png
* Send Descriptor Set of Raytracing World to RenderAttribute
* RTAO example using RayQuery
* RayTracingShader API stub
* Set SM6.0 and dxlevel 120 as default
* Instead of making raytracing opt-in, add -nogpuraytracing to force disable it
* Add IRenderDevice::IsRayTracingSupported() to easily query support for it
* Fix IsRayTracingSupported()
* RTAO Adjustments
* Allow Rayquery through AS on Compute and Pixel shaders even if not optimal, avoids it crashing when acessing it on compute
* Strip CRaytraceSceneWorld to just generating TLAS, dont need anything else for now and we need a better way to handle UGC than what's there
* Bindless::RaytracingAccelerationStructure()
* Simplify interface too
* Stub for UpdateSkinnedForRaytracing
* Dotnet format and fix documentation, make RTAO run at correct stage
* Only support raytracing in tools mode for now
* Move raytracing stuff to Raytracing.hlsl
* Stub RTX shader
* Internal Raytracingshader and remove useless stuff exposed from it
* VfxProgramHasRenderShader should check for VFX_PROGRAM_RTX too, that's the source from everything else failing
* Add arbitrary entry point support to shaders, needed as RTX shaders use [shader("XXX")] instead of MainXXX directly
* RenderTools::TraceRays API, preliminary implementation, RTAO uses RaytracingShader
* Make RT support internal, allow RT on game
* Remove RaytracedAmbientOcclusion, will be on scenestaging when ready
* Update engine/Sandbox.Engine/Systems/Render/RayTracingShader.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Fix rebase
* Update shaders
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Fix leaky swapchain when resizing on game mode and dispose of handle after usage
VideoRecorder would get a strong handle copy of the swapchain every frame and retain it, causing native to fail to shutdown the copies from it
Made usage of getting native swapchain consistent on managed on other stuff, doing it like this ensures GC properly disposes of the strong handles even not disposing explicitly
Remove now unused ScreenRecorder.def and ScreenshotService.def
There are still optimizations to swapchain I'd like to send on another commit, game is allocating way more swapchains than needed even without the leak, has two completely different paths depending if you are MSAA or not, this can all be much simpler
https://files.facepunch.com/sampavlovic/1b1811b1/EjDyxbTahs.png
* Remove NativeLayerRenderTarget, was unused and fucked
* Keep it as an ITexture/HRenderTextureStrong in managed so we avoid IDisposable, ReadTextureAsync with ITexture