4,314 Commits over 1,552 Days - 0.12cph!
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
Fix hammer asset browser not opening assets in editor on double click
Add disable mesh merging setting to prop_static
Recompile highlight shaders
Add Material.FromShader using shader resource
Open shader in vscode without going through native
Move highlight shaders to shaders dir, FromShader can no longer easily find them
Fix paths in all_shaders.txt
Recompile directional_ao.vfx
Delete all .vcs - cya
Make shit in shader resource nullable so json doesn't moan
Revert HighlightRender.cs
Revert changes to toolframework
Revert unexplained change to Asset.LoadResource
Restore changes to resourceasset.cpp
Remove readonly from displayinfo, add when needed
Revert changes to assetinspector
Run a compile shader event when trying to compile a shader asset
Give access to shader features in shader resource as that's all we're mostly going to care about
Show shader description in inspector
Requested changes from matt for material2.cpp and vfxc_mpi.cpp