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4,331 Commits over 1,552 Days - 0.12cph!

1 Year Ago
Fix named values not being applied to children
1 Year Ago
Keep named preview values updated on name change
1 Year Ago
Default named value on control point info change until I figure out a way to restore them
1 Year Ago
Add Particles.Set for named vector
1 Year Ago
Create slider for named float editor Add named vector
1 Year Ago
Rename Named Value to Named Float, move it below Literal Float
1 Year Ago
Support remapping for named values
1 Year Ago
Initial impl of named values for particle editor https://files.facepunch.com/layla/1b2411b1/sbox-dev_aRI4OtqUEU.mp4
1 Year Ago
Hammer: Draw 3D Skybox Render Option https://files.facepunch.com/layla/1b2311b1/sbox-dev_4ldF399N38.mp4
1 Year Ago
Add PhysicsBody.CheckOverlap to check if another body overlaps at a given transform, ignoring all collision rules
1 Year Ago
Prompt save when opening from recent files also
1 Year Ago
Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes
1 Year Ago
Add filter edit to node context menu and sort into category submenus Give nodes better categories Sort by category
1 Year Ago
Don't apply same undo level
1 Year Ago
Add undo history ui
1 Year Ago
Create connection to new node when created through drag + context menu
1 Year Ago
Ask vfxc to output compiled shader info instead of bytecode
1 Year Ago
Serialize compiled shader info to temp dir Recreate static combo data from serialized compiled shader info Plug texture filter into generated code to test preview updating
1 Year Ago
Use a more detailed cubemap and skybox
1 Year Ago
Some more unary nodes Add dock restoring
1 Year Ago
Display g_flTime in properties
1 Year Ago
Fill out shader description from graph Add texcoord node
1 Year Ago
Serialize other properties of graph, handle node serialization separately Reset properties target when there's a new graph
1 Year Ago
Add sampler properties to texture node
1 Year Ago
Add console tab for convenience
1 Year Ago
Optional texcoords on texture node Add Vector2 node
1 Year Ago
Cleanup template shader and material used in shader editor Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled)
1 Year Ago
Only add existing files that exist Add saved file to recent files Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling Remove hlsl output tolower all recent file paths Draw spinning circle to show when preview shader is compiling Texture node Generate code for textures
1 Year Ago
Clear cached generated code on new or open
1 Year Ago
Remake dev sphere
1 Year Ago
Don't include material inputs in shader template
1 Year Ago
Don't read and mask shader file twice in vfxc
1 Year Ago
Add compile timings
1 Year Ago
Write generated shader next to shader graph on save until we can safely generate shader resource from temp dir
1 Year Ago
Recompile shader after compile has finished if we're pending a compile so preview is always up to date
1 Year Ago
Add recent files to file menu
1 Year Ago
Add -fast cmd line option to vfxc to disable optimizations
1 Year Ago
Remove shader compile dll loading from material system again, no longer needed
1 Year Ago
Only recompile shader if generated code has changed
1 Year Ago
CVfx cleanup Hacky dynamic shader compile test Start vfxc process to compile single shader we need to update preview, output bytecode to temp dir Replace render shader from bytecode Change preview material while shader is compiling
1 Year Ago
Remove all dynamic shader compiling code, we don't use it and it's over complicating everything
1 Year Ago
Log program type when spewing shader stats so I can see what's what
1 Year Ago
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 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 Fix ui hotload Undo redo system Add undo redo shortcuts Move node undo op Grid snap newly created nodes Undo ops for create/drop/change connection Don't perform undo redo if there's a pending redo Status text for undo redo options Title graph view to asset name Write graph file before registering it Don't open graph that is already open Clear undo stack on new or open graph Mark session as dirty when an undo op is pushed so title can be changed to show as edited Menu bar shortcuts Dirty session when performing undo or redo Allow input and output attributes to decide handle config type, property type is rarely going to be handle type Don't allow output connections to input of self Remove existing input connections, inputs can only have 1 connection Set node connection property when creating connection Rebuild graph connections from serialized node connections Reset input connection on remove Only set input property if it's node connection type Use node connection type for all node inputs Clear preview and drop target when rebuilding graph Clear connections on graph rebuild Don't serialize node properties that don't have setters First attempt at codegen from graph Time, cosine, multiply nodes Add toolbar to preview Add more toolbar options for main window Add properties dock to edit properties of nodes Hide node properties we dont want to see Add color node Dirty session when property values change Hook up preview primitive types Open asset picker for preview model Don't reconstruct new graph object on undo, just clear nodes and deserialize Save and load does full serialization, not just nodes, we may have settings we want to save Save preview model Rename NodeConnection to NodeInput and make it IValid Target graph properties when no node is selected Base class unary node because it's gonna be the same shit for each Abs node Add node types automatically Show compile errors in output Copy error to clipboard Add menu option to focus node with error Selecting error selects node Center on selected error node Use orbit cam for preview, makes more sense Open context menu after dragging an unconnected wire Some cleanup Use default a and b values for binary nodes when input isn't valid Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory Rename vfx create functions to make more sense Write generated shader to temp dir Don't generate code if graph compiler has errors Run shader compiler process for generated shader Write generated shader to bullshit placeholder resource for now Make color node use color property Add lerp node Don't serialize NodeInput.IsValid
1 Year Ago
Don't serialize NodeInput.IsValid
1 Year Ago
Add lerp node
1 Year Ago
Make color node use color property
1 Year Ago
Write generated shader to bullshit placeholder resource for now
1 Year Ago
Some cleanup Use default a and b values for binary nodes when input isn't valid Cut down on file reading in CreateFromVfxFile so eventually it can be created from memory Rename vfx create functions to make more sense Write generated shader to temp dir Don't generate code if graph compiler has errors Run shader compiler process for generated shader
1 Year Ago
Open context menu after dragging an unconnected wire
1 Year Ago
Use orbit cam for preview, makes more sense