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4,005 Commits over 1,461 Days - 0.11cph!

1 Year Ago
Fix mat_reloadshaders not finding all the proper materials it needs to reload
1 Year Ago
Revert back to the old way of reloading materials, blocking resource reload isn't stable
1 Year Ago
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure
1 Year Ago
Remove some parts of material editor still assuming .vfx so we can start phasing it out
1 Year Ago
Fallback to error shader if setting up static combos for mode fails
1 Year Ago
Add back ogniks fix for sboxgame/issues/issues/2533
1 Year Ago
Remove refcount from vfx, the resource now has the refcount
1 Year Ago
Actually load all modes for error material, check for the actual error shader was wrong
1 Year Ago
Don't try to deallocate error resource, because this is a thing that happens apparently :S
1 Year Ago
Dont use GetErrorResource, it's fucking us up
1 Year Ago
Don't try to set default textures for raw material that has error shader
1 Year Ago
assign layer shader to error resource if it couldn't load the shader we want
1 Year Ago
null check resource data when deallocating shader resource (can this even happen tho?)
1 Year Ago
Make mat_print_shader_info work again
1 Year Ago
Make mat_print_shaders work again, mostly just for my own use
1 Year Ago
Just get rid of FreeAllUnreferencedData, shaders are destroyed when resource is, so this shouldn't be needed and if it is we can do it better anyway particle procedural mat uses shaders/spritecard.shader for shader keyvalue
1 Year Ago
Don't free shaders for unused static combos until I figure out why it's crashing
1 Year Ago
Build content
1 Year Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆 Update vfx_compile_helpers_d3d11.cpp update content from master Merge branch 'master' into shader-resources update core materials from master Add shader macros back in Fix crash hopefully stopping build-content from failing Merge pull request #651 from Facepunch/shader-resources Shader resources
1 Year Ago
Add shader macros back in Fix crash hopefully stopping build-content from failing
1 Year Ago
update core materials from master
1 Year Ago
light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox Smart Jacket LODs removing test asset Merge branch 'master' of sbox Merge branch 'master' into shader-resources
1 Year Ago
update content from master
1 Year Ago
Update vfx_compile_helpers_d3d11.cpp
1 Year Ago
Add SceneParticles.SetControlPoint that takes a snapshot
1 Year Ago
Delete me_shaderselect.cpp
1 Year Ago
Allow access to material attributes without asserting, if modes have loaded
1 Year Ago
update all_shaders.txt
1 Year Ago
Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader
1 Year Ago
Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs
1 Year Ago
Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up
1 Year Ago
Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def
1 Year Ago
Update high_quality_reflections shader
1 Year Ago
Recompile all core shader resources from master
1 Year Ago
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader
1 Year Ago
Add a dict of native to manged materials so we can grab them from native
1 Year Ago
Allow boneless hitboxes
1 Year Ago
Fix material editor not writing to image meta, fixes texture settings
1 Year Ago
Fix ParticleSnapshotVertex_t being incorrect
1 Year Ago
Update resourcecompilersystem.cpp Forgot shader asset type images
1 Year Ago
Update assettypes.txt
1 Year Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Restore asset browser
1 Year Ago
Add ParticleSnapshot resource class Bind UpdateParticleSnapshotFromVertices Add Particles.SetSnapshot from resource Allow procedural particle snapshot to be created from managed Add ParticleSnapshot.Vertex Update particle snapshot from vertices Documentation Include creation time in snapshot vertex
1 Year Ago
Include creation time in snapshot vertex
1 Year Ago
Add ParticleSnapshot resource class Bind UpdateParticleSnapshotFromVertices Add Particles.SetSnapshot from resource Allow procedural particle snapshot to be created from managed Add ParticleSnapshot.Vertex Update particle snapshot from vertices Documentation
1 Year Ago
Remove CVfxConstructor, no longer needed
1 Year Ago
Get actual shader path when material allocates to avoid doing it everywhere else
1 Year Ago
Register spritecard shader in particle system resource manifest
1 Year Ago
Shader resource creates CVfx directly instead of wrapping in CShader
1 Year Ago
Some cleanup