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3,083 Commits over 1,552 Days - 0.08cph!

2 Years 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
2 Years Ago
Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us
2 Years Ago
Drop some shader related breadcrums
2 Years Ago
Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded
2 Years Ago
Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed
2 Years Ago
SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope
2 Years Ago
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
2 Years Ago
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over
2 Years Ago
Fix mat_reloadshaders not finding all the proper materials it needs to reload
2 Years Ago
Revert back to the old way of reloading materials, blocking resource reload isn't stable
2 Years Ago
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure
2 Years Ago
Remove some parts of material editor still assuming .vfx so we can start phasing it out
2 Years Ago
Fallback to error shader if setting up static combos for mode fails
2 Years Ago
Add back ogniks fix for sboxgame/issues/issues/2533
2 Years Ago
Remove refcount from vfx, the resource now has the refcount
2 Years Ago
Actually load all modes for error material, check for the actual error shader was wrong
2 Years Ago
Don't try to deallocate error resource, because this is a thing that happens apparently :S
2 Years Ago
Dont use GetErrorResource, it's fucking us up
2 Years Ago
Don't try to set default textures for raw material that has error shader
2 Years Ago
assign layer shader to error resource if it couldn't load the shader we want
2 Years Ago
null check resource data when deallocating shader resource (can this even happen tho?)
2 Years Ago
Make mat_print_shader_info work again
2 Years Ago
Make mat_print_shaders work again, mostly just for my own use
2 Years 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
2 Years Ago
Don't free shaders for unused static combos until I figure out why it's crashing
2 Years Ago
Build content
2 Years 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
2 Years Ago
Add SceneParticles.SetControlPoint that takes a snapshot
2 Years Ago
Add a dict of native to manged materials so we can grab them from native
2 Years Ago
Allow boneless hitboxes
2 Years Ago
Fix material editor not writing to image meta, fixes texture settings
2 Years Ago
Fix ParticleSnapshotVertex_t being incorrect
2 Years 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
2 Years Ago
Add disable mesh merging setting to prop_static
2 Years Ago
Add Model.MaterialGroupCount and Model.GetMaterialGroupName
2 Years Ago
Add tooltips to collapsed sidebar of entity selector
2 Years Ago
Add Model.AnimationCount and Model.GetAnimationName
2 Years Ago
Add Application.CursorPosition setter (used for locking cursor in tools)
2 Years Ago
Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game" This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb.
2 Years Ago
Add SceneParticles.SetControlPoint for rotation and transform Move ParticleAttachment to engine, this is something we'll need in tools, not just game
2 Years 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
2 Years Ago
Fix strange bug accessing DragData.Url if it wasn't set, checking for null would somehow fail?
2 Years Ago
Change model thumbnail rendering back to an animated pose, forgot I had changed this
2 Years Ago
Remove useless line of code
2 Years Ago
Add menu option to create multiple sound events from selection https://files.facepunch.com/layla/1b0311b1/sbox_ctRq5YvZNX.png
2 Years Ago
Fix StartVoiceRecording and StopVoiceRecording being called continuously when it doesn't have to
2 Years Ago
Fix particle preview rotation https://files.facepunch.com/layla/1b0211b1/sbox-dev_DE9zLfakRV.mp4
2 Years Ago
AssertIsMainThread for SetupPhysicsFromModel, this is not safe to do Assert trying to make scene model with meshless model, sceneobjects aren't created if there's no meshes Do the same for sceneobject Fix crash trying to render thumbnail of model with no meshes Fix crash trying to preview model with no meshes
2 Years Ago
Enable client authoritative mesh groups when setting a client side procedural model so server doesn't stomp mesh groups
2 Years Ago
Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs)