4,005 Commits over 1,461 Days - 0.11cph!
Undo ops for create/drop/change connection
Grid snap newly created nodes
Undo redo system
Add undo redo shortcuts
Add preview dock
Add skybox and cubemap to preview
Add background to graph view
Delete selected nodes on delete key
Remove connections of deleted nodes
Delete selected connections too
Reload materials on shader resource reload
Make node editor graph an interface
Add shader graph game resource
Keep node position up to date with node ui
Hook up shader graph saving
Don't open save dialog if we have an asset to save to
Hook up shader graph open
put graph nodes in dictionary, can't save nodes to game resources yet anyway so fuck it
Add compiler ref System.Memory for tool addons
Add simple asset type for shader graph
Don't use game resource for shader graph, serialize json from graph asset instead
Deserialize graph
Fix node graph connections
Fix double alloc on GraphicsLine
Add ShadingModelValveStandard to shader template
Apply tonemapping to RT Baked Lighting
Fix resource precache, fixes networked resources (glass etc)
Animgraph: Basic support for anim event preview (only playsound and stopsound)
ModelDoc: Don't allow base model to be set as itself
Remove vwrlt and vwenvmap asset types, these don't exist
Recompile old maps toolscene_lighting_studio and error to fix compiler missing warnings
Add MorphCollection.Get to get override morph values
Remove some unused player netvars
Fix nav_edit, grab eye pos and angles from pawn aimray
Remove create_flashlight native command
Remove some unused functions from IPrediction
Add SceneObject.Batchable, for situations where dynamic attributes affect rendering
Delete unused shit from lightinglib
Add SceneSunLight.SkyColor for ambient light color outside of light probes
Compute ambient light spherical harmonics when there's no sunlight using scene camera ambient color (this allows cubemaps to show up without sunlight)
Add SceneCubemap, allows cubemaps to be applied in scene worlds
Add a default cubemap texture
Add cubemaps to menu scenes so metallics have a bit of reflection
Better fix for model reloads
Don't destroy model strong handle on reload for now
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Roll back support for SpawnMotionDisabled prop data
Rubikon: capsule vs hull/mesh improvements from Dirk
Add ParticleSystem resource class so they can be referenced in game resources like any other resource
Allow creating SceneParticles from particle system resource
Clear animgraph resource loaded dict like we do with other resources
Add filtering to params https://files.facepunch.com/layla/1b1011b1/sbox_w3t6TA9lNr.mp4
alphabetic sort on params
Add GetParameterType, GetParameterName and GetParameter<T> to AnimationGraph
Add AnimatedEntity.GetAnimParameterRotation
Add editor for animated entity which extends the entity inspector with animgraph parameter inspector https://files.facepunch.com/layla/1b0911b1/sbox-dev_hLHvjjjIWi.mp4
Add a "New Shader.." button in the asset browser
Don't generate resource for any shaders that fail to compile
Add support for TSPEC_USE_TYPED_IMAGEFORMAT back, video encoding needs this unfortunately
Actually spell suppress correctly
Suppress texture frame updates for render hooks, hopefully fixes textures from being deleted from under us
Don't skip program when checking if shader is up to date if we failed to load the compiled version (it might not exist)
memset shader header so we dont run into these issues that are caused by uninitialized memory
Trim slashes from shader path before compiling
Include program type in breadcrumb too
Don't say we have a shader program if there's no vcs data for it, might fix us not being able to decompress some static combos
More breadcrum info
Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us
Drop some shader related breadcrums
Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded
Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed
SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over