14,047 Commits over 1,583 Days - 0.37cph!
ShaderGraph: Add step option for parameters to control the step size for material editor sliders
Don't open a blank asset resolver window if we're missing _bakeresourcecache shit
Don't need to collect vfx manually here anymore
Make new material use the right shader
Move core/base shader check to AddAsset so package references don't try to upload core shaders too
Moved more models to asset party
https://asset.party/facepunch/sboxassets
https://asset.party/facepunch/citizenassets
Added Texture.Depth property
Fix vr_stencil geom shader failing to compile as antlr hates preprocessor maths
Fix CVfx::CreateFromResourceFile using wrong named block for spir-v
Fix visualize_depth shader
Revert that change to readd structs and do the proper fix
Keep struct in cbuffer layouts for legacy layout
Added TaskSource.MainThread()
Like TaskSource.NextPhysicsFrame(), but can immediately continue if already on the main thread.
Compiler generates xml doc
Include xml doc when publishing
Split panel layer logic, clean up
Add attributes to shaders where dynamic params were being used before
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
Limit worker thread count to avoid starving the main thread
Failing test reproducing #1027
Fixed #1027
Compile optimized ui border wrap shader
ShaderGraph: Fix stage id attribute sometimes not being set
Initial `filter: border-wrap( ... )` implementation
For alpha-based borders, e.g. images
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_D1MzaQjB8X.mp4
Use FromShader for UI materials, delete vmats
Same DX11 texture streaming crash fix for Vulkan
New Hair - Dreaded Hair
https://files.facepunch.com/daniel/1b2011b1/Photoshop_WxotcipTra.jpg
WIP, needs some clean up and adjustments, but pushing this to get it in and running.
Fix some shader warnings
Latest compiled shaders with DX11 + Vulkan
Queue thumbnail build requests from native instead of doing it immediately (fixes "Reentrant call to CResourceSystem::BlockUntilManifestLoaded")
Can publish particles
Particle thumbnail/video rendering
Video step for model/particle upload
Api.Post calls progress
Upload page previews, progress
Remove video button
Run PutAsync in a thread so the stream reading doesn't wait between frames (faster uploads)
Fix mistake in texture attribute
ShaderGraph: Initial support for vertex shaders. Some nodes wont be compatible in vertex shader yet. https://files.facepunch.com/layla/1b2011b1/sbox_H3xg9p6hOS.mp4
Moved roof trim and metal trim to asset party
https://asset.party/facepunch/sboxassets
Delete unused "pre baked vertex animation" combo from complex
Make sure fast hotload related error reports are grouped correctly
Failing test reproducing #1087
Gracefully handle NotSupportedException during fast hotload
Fixes #1087
Undo accidental changes to DX11 light cbuffers
RenderTools::Draw - stick to instanceid input layout, fixes water and world panels (I'm pretty sure it's the shaders using this wrong, but I'll come back to it)
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used
Hot fix shadergraph, compile dxbc only
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Fix race for generated hlslvariables file
Render model thumbnail using the video renderer's first frame
Fix package icons being squashed in asset browser
Updated steam dedicated server files
Add particle package type
Add Asset.UploadVideo
Editor console filter (#1085)
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ULtfmHPA94.png
Delete template.shader_c no longer needed. shader_editor.vmat can just use complex, this is just the material to show while shadergraph preview is compiling
Move language cvar over to managed, add more languages
Language list matches Steam's fully supported language list (see https://partner.steamgames.com/doc/store/localization/languages under "Full Platform Supported Languages")
Throw exception when trying to create an entity in the game menu
Better handling of failed uploads, failed manifest pushing
Search all rigid and skinned decal lists to remove decal
Check if scene object has already been deleted in projected decal destructor
Only compile shader if at least one compile target succeeded, we probably need to do this for when we compile vulkan
Only create shader resource on successful compile
VideoPlayer: Support hls input format, defer loaded callback until video width and height is valid
Use new file upload endpoint
Fix upload progress
Fix logger stack trace sometimes wrongish
Fix upload progress better
Zombie Skin 01 Adjustments
ShaderGraph: Do a real shader compile for previews instead of dynamically patching a single pixel shader. This will make vertex shaders possible and gets us ready for vulkan.
Don't save state is window is disposed
Check for valid sound event before trying to update SoundEventBoxEntity
Defend against null children in UISystem.TickInput
Defend against panels turning null in Block.Destroy()
Handle unable to parse .meta file more gracefully, warn and overwrite
Fix gamelobby NRE when joining game
Clean up ServerLoad to diagnose exception