userSamcancel

599 Commits over 669 Days - 0.04cph!

Sam
Today
Forgot this, pass asset name as string for now
Sam
Today
Fix some sanity checks
Sam
Today
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
Sam
Today
Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely
Sam
Yesterday
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
Sam
Yesterday
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code" This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c. Revert "Fix perspective on ui shader" This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
Sam
6 Days Ago
Sam
6 Days Ago
Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
Sam
6 Days Ago
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Sam
6 Days Ago
Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png
Sam
6 Days Ago
ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI
Sam
6 Days Ago
Add stub custom load methods for shader
Sam
6 Days Ago
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it
Sam
11 Days Ago
Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource
Sam
12 Days Ago
Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created
Sam
12 Days Ago
Don't use error.vfx if we are not on tools mode (Issue 415)
Sam
13 Days Ago
Add used shader as material dependency
Sam
13 Days Ago
Get boilerplate for managed asset compile
Sam
13 Days Ago
Iterate on shaders as assets
Sam
14 Days Ago
Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code
Sam
14 Days Ago
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Sam
18 Days Ago
Fix intersection on box on tiled light builder, don't bother trying to get intersection inside of box Also reenable depth cull Bloat bbox a bit to catch edges, send updated compiled shader
Sam
19 Days Ago
Add simple_liquid to replacement list too
Sam
20 Days Ago
start removing vr_warp, modern HMDs don't need it cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names Cleanup shaders, compile renamed shaders Remove vr warp and most of subview rendering More cleanup Remove subview rendering, if we use foveated we'll roll our own solution Remove more bullshit, start reimplementing a sane spectator view Reimplement spectator view Remove anything to do with aerial perspective, remove old glass shader Remove wrinkle from complex, cleanup and cull some more shaders remove complex and spritecard from build list, want to quickly test if everything is okay on CI Update all_shaders.txt move remaining materials that use blend.vfx to blendable, delete blend.vfx Merge branch 'shader-cull' of sbox into shader-cull remove compiled files of the shaders we removed Update shaders with the cleaned up code keep old glass shader while the new one isn't merged in Remove deferred lights from code, only care for the lightbinner we use remove old blur and old bloom Remove grasstile materials Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader Remaining missing materials and compiled shaders Replace removed shaders that are still referenced in some assets with it's replacement shader Update foliage and legacy glass with the correct depth shader Add parallax occlusion to list of shader replacements Remove postprocess_standard, readd floor_pebbles_a with correct shader Update compiled addon shaders Merge pull request #506 from Facepunch/shader-cull Shader Cull Cleanup
Sam
20 Days Ago
Remove postprocess_standard, readd floor_pebbles_a with correct shader Update compiled addon shaders
Sam
20 Days Ago
Update foliage and legacy glass with the correct depth shader Add parallax occlusion to list of shader replacements
Sam
20 Days Ago
Replace removed shaders that are still referenced in some assets with it's replacement shader
Sam
20 Days Ago
Remaining missing materials and compiled shaders
Sam
20 Days Ago
Remove grasstile materials Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader
Sam
20 Days Ago
remove old blur and old bloom
Sam
20 Days Ago
Update shaders with the cleaned up code keep old glass shader while the new one isn't merged in Remove deferred lights from code, only care for the lightbinner we use
Sam
20 Days Ago
move remaining materials that use blend.vfx to blendable, delete blend.vfx Merge branch 'shader-cull' of sbox into shader-cull remove compiled files of the shaders we removed
Sam
21 Days Ago
Update all_shaders.txt
Sam
21 Days Ago
Remove anything to do with aerial perspective, remove old glass shader Remove wrinkle from complex, cleanup and cull some more shaders remove complex and spritecard from build list, want to quickly test if everything is okay on CI
Sam
21 Days Ago
Reimplement spectator view
Sam
21 Days Ago
Remove more bullshit, start reimplementing a sane spectator view
Sam
21 Days Ago
More cleanup Remove subview rendering, if we use foveated we'll roll our own solution
Sam
21 Days Ago
Cleanup shaders, compile renamed shaders Remove vr warp and most of subview rendering
Sam
21 Days Ago
start removing vr_warp, modern HMDs don't need it cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names
Sam
23 Days Ago
Correct and simplify standard shading model envmaps and lights
Sam
23 Days Ago
Make LPV use another shading model
Sam
25 Days Ago
Fix VR for tiled envmaps Don't show Show Dev Shaders and Show Core Shaders checkbox outside internal builds
Sam
25 Days Ago
Fix intersections again Disable depth culling for tiled envmaps for now Object files for tiled
Sam
25 Days Ago
Reduce number of visible tiles Fix tiled rendering on 3D Skyboxes
Sam
25 Days Ago
Shader files with cubemap index fix Fix Box Intersect transformations on tiled light builder
Sam
26 Days Ago
Fix cubemaps reading garbage data
Sam
27 Days Ago
be less conservative with mixed shadows update radius
Sam
27 Days Ago
Further lighting adjustments to construct and the skybox
Sam
28 Days Ago
Properly fix cubemaps mips not being copied correctly to texture array
Sam
28 Days Ago
func_monitor material shouldn't be using base.vfx shader