4,331 Commits over 1,552 Days - 0.12cph!
Add SceneParticles.SetControlPoint that takes a snapshot
Delete me_shaderselect.cpp
Allow access to material attributes without asserting, if modes have loaded
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
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
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
Recompile base shaders
Update Graphics.Paint and PanelRenderer
Update shaders.def
Update high_quality_reflections shader
Recompile all core shader resources from master
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found
Enable all modes for error shader
Add a dict of native to manged materials so we can grab them from native
Fix material editor not writing to image meta, fixes texture settings
Fix ParticleSnapshotVertex_t being incorrect
Update resourcecompilersystem.cpp
Forgot shader asset type images
Copy over changes for shader resources
Remove old .vfx, .vcs
Forgot some vpc files
Build content
Restore asset browser
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
Include creation time in snapshot vertex
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
Remove CVfxConstructor, no longer needed
Get actual shader path when material allocates to avoid doing it everywhere else
Register spritecard shader in particle system resource manifest
Shader resource creates CVfx directly instead of wrapping in CShader
Make sure vfx filename is set when allocating shader resource
Material layer goes through shader resource to get vfx
Fix mat_reloadshaders again (todo: stop using mat_reloadshaders for shader hotloading)
Fix create raw material by blocking load the shader
Material finds shader through resource system
Delete shader if it failed to load from buffer
Create shader from buffer
Create resource handle type for shader
Create and install shader type manager
Fix shader asset dependencies
Fix partial shader recompiles by getting the vcs back out of existing shader resource
Fix mat_reloadshaders not checking for .shader
Get async static combo loading working again
Fix static combo load requests
Fix material editor shader picker
Restore game resource changes, don't know what this is for and don't trust it
Create asset type and asset type info for shaders, mostly to just disable compile and reload but to also cover all bases
Fix wrong seek pos when unserializing static combo data cache
Don't remove any unnecessary shader variables after shader compile if shader program skipped compile
Recompile some core shaders
Cherry pick tiled rendering fix
Remove LoadKeyValues3File
Material compiler registers .shader resource reference instead of .vfx
Recompile materials
Remove shader stuff from vpc project script, we don't have shaders in engine src
Remove kv3 shader loading
Remove all .vfx
compiling shaders from manifest uses .shader instead of .vfx
Recompile shader resources for core shaders
Remove remaining vfx_c
Remove vfxcompile write jobs
Make .shader asset type
Make resource compiler for shader (doesn't compile the shader but compiles the resource for it)
vfxcompile generates resource files for shaders (multiple vcs binary blobs packed into resource data)
Convert all game shaders to .shader
Better header for shader resource data
Quick and dirty test of creating vfx from shader resource
Keep shader program data in memory until I figure out a better way to serialize shader resources
Put shader in base category, I don't like having this in a new category