* Fix SSR not reprojecting correctly and drifting on downsample, reference original code and backport some of the stuff from motion vectors too, major cleanup * Logic for RenderTarget.GetTemporary probably shouldn't ceil, causes a lot of drifting in SSR even though the logic is correct, can see downsampling up to 10 and still remaining sharp https://files.facepunch.com/sampavlovic/1b2511b1/sbox-dev_dB9j5ipUTA.mp4 * Barriers are very strict on Intel ARC, make them explicit for SSAO and SSR, while at it make this logic for SSR simpler For reference this is how it could appear on Intel ARC B580 https://files.facepunch.com/sampavlovic/1b2511b1/sbox-dev_UjkEGVD4k4.mp4 * CommandList.ResourceBarrierTransition for Textures/RenderTargets * Fix Reflections_GetHitPositionReprojection while being aware of Motion::Get for future Motion Vector API, deal with temporal stability better https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_He8gAbtPau.mp4 * Build shader * Format
s&box
s&box is a modern game engine, built on Valve's Source 2 and the latest .NET technology, it provides a modern intuitive editor for creating games.
If your goal is to create games using s&box, please start with the getting started guide. This repository is for building the engine from source for those who want to contribute to the development of the engine.
Getting the Engine
Steam
You can download and install the s&box editor directly from Steam.
Compiling from Source
If you want to build from source, this repository includes all the necessary files to compile the engine yourself.
Prerequisites
Building
# Clone the repo
git clone https://github.com/Facepunch/sbox-public.git
Once you've cloned the repo simply run Bootstrap.bat which will download dependencies and build the engine.
The game and editor can be run from the binaries in the game folder.
Contributing
If you would like to contribute to the engine, please see the contributing guide.
If you want to report bugs or request new features, see sbox-issues.
Documentation
Full documentation, tutorials, and API references are available at sbox.game/dev/.
License
The s&box engine source code is licensed under the MIT License.
Certain native binaries in game/bin are not covered by the MIT license. These binaries are distributed under the s&box EULA. You must agree to the terms of the EULA to use them.
This project includes third-party components that are separately licensed.
Those components are not covered by the MIT license above and remain subject
to their original licenses as indicated in game/thirdpartylegalnotices.
