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2,392 Commits over 1,338 Days - 0.07cph!

1 Year Ago
alphabetic sort on params
1 Year Ago
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
1 Year Ago
Add a "New Shader.." button in the asset browser
1 Year Ago
Don't generate resource for any shaders that fail to compile
1 Year Ago
Add support for TSPEC_USE_TYPED_IMAGEFORMAT back, video encoding needs this unfortunately
1 Year Ago
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
1 Year Ago
Update shaders.def
1 Year Ago
Trim slashes from shader path before compiling
1 Year Ago
Include program type in breadcrumb too
1 Year Ago
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
1 Year Ago
Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us
1 Year Ago
Drop some shader related breadcrums
1 Year Ago
Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded
1 Year Ago
Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed
1 Year Ago
SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope
1 Year Ago
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
1 Year Ago
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over
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 SceneParticles.SetControlPoint that takes a snapshot
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
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
Add disable mesh merging setting to prop_static
1 Year Ago
Add Model.MaterialGroupCount and Model.GetMaterialGroupName
1 Year Ago
Add tooltips to collapsed sidebar of entity selector
1 Year Ago
Add Model.AnimationCount and Model.GetAnimationName
1 Year Ago
Add Application.CursorPosition setter (used for locking cursor in tools)
1 Year Ago
Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game" This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb.
1 Year Ago
Add SceneParticles.SetControlPoint for rotation and transform Move ParticleAttachment to engine, this is something we'll need in tools, not just game
1 Year Ago
Hammer: Support drag drop from entity tree view because I keep finding myself trying to drag them in https://files.facepunch.com/layla/1b0311b1/sbox_TbxTgCp7lS.mp4