4,314 Commits over 1,552 Days - 0.12cph!
Include program type in breadcrumb too
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
Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us
Drop some shader related breadcrums
Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded
Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed
SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over
Fix mat_reloadshaders not finding all the proper materials it needs to reload
Revert back to the old way of reloading materials, blocking resource reload isn't stable
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure
Remove some parts of material editor still assuming .vfx so we can start phasing it out
Fallback to error shader if setting up static combos for mode fails
Add back ogniks fix for sboxgame/issues/issues/2533
Remove refcount from vfx, the resource now has the refcount
Actually load all modes for error material, check for the actual error shader was wrong
Don't try to deallocate error resource, because this is a thing that happens apparently :S
Dont use GetErrorResource, it's fucking us up
Don't try to set default textures for raw material that has error shader
assign layer shader to error resource if it couldn't load the shader we want
null check resource data when deallocating shader resource (can this even happen tho?)
Make mat_print_shader_info work again
Make mat_print_shaders work again, mostly just for my own use
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
Don't free shaders for unused static combos until I figure out why it's crashing
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
Add shader macros back in
Fix crash hopefully stopping build-content from failing
update core materials from master
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
update content from master
Update vfx_compile_helpers_d3d11.cpp
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