1,819 Commits over 1,491 Days - 0.05cph!
Fix replacement shaders not being loaded correctly
Initial rebase of shader assets into master
Fix Undefined Behaviour In Tiled Rendering
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Fix some icon types not being generated
Fix gameresource attributes not showing properly, fix warning on a material
Remove LoadInternal, simplify and clean stuff
Move compiled load of gameresource to gameresource
Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource
Load GameResources from addons when they are registered, previously they wouldn't be loaded properly
Don't bother compiling shaders if we don't have the source
Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member
Start exposing reflection data on shader resource
Fix metadata being erased on shaders :S
Preliminary reflection info for shader resources
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata
Rebuild all materials for good measure
Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor
Add vfx to enginetools path
Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor
Add vfx to enginetools path
Rebuild all materials for good measure
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata
Fix metadata being erased on shaders :S
Preliminary reflection info for shader resources
Don't bother compiling shaders if we don't have the source
Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member
Start exposing reflection data on shader resource
Remove LoadInternal, simplify and clean stuff
Move compiled load of gameresource to gameresource
Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource
Load GameResources from addons when they are registered, previously they wouldn't be loaded properly
Fix some icon types not being generated
Fix gameresource attributes not showing properly, fix warning on a material
Initial rebase of shader assets into master
Fix Undefined Behaviour In Tiled Rendering
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Initial rebase of shader assets into master
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Initial rebase of shader assets into master
Fix typo that made borders not appear
Let shaders live outside of /shaders/ subfolder, let HighlightRender read HighlightObject shader from the same directory
More rules for GetShaderPath
Allow for usage of custom icons for assets
Fix typo
Warn about devshaders
Load fallback shaders inside tools/ if not found
Update shader path on tools materials
Update pathes, put tools shaders under tools/
Add some more special cases for GetShaderFullPath ( Replacement shaders and tools shaders)
Add FixupShaderName to handle legacy materials that don't have the shader name that's up to date
Load shaders from absolute path
Move UI shaders to shaders/ui/ folder rather than root
Default to DXBC platform for unit tests and headless asset compiles
vr stencil actually needs vr_ prefix
Re-compute the projection to world to ensure it is an accurate inverse of the world to projection, fixes projection matrices being wrong when you modify it with managed
Don't try to CPU write to tiled light buffer, that's all handled by GPU, hopefully fix undefined behaviour in Intel/Snapdragon, I'll do some testing on my surface duo
Fix some pathes
Remove CompileTarget from vfx, we always compile for the shader models we want to target
Delete vfx_c so that we can do a clean compile on server of new ABI for vfx_c
Correct null check for OpenVCSFromVfxKV3
Remove deprecated targets and remove shader fallbacks
remove deprecated compile targets from met, fix shader loading on met
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
Allow compiled-only GameResources to appear on asset browser
Compile shader assets with our managed function
Add assignable categories to GameResources
Remove MET shader browser, let's make it sexy using asset system and our UI
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
Let's work on expanding GameResources much better than the previous attempt, let GameResource handle it's own loading rather than Asset, load which type of gameresource we want to load directly
Allow shaders to be used as resource, add stub ShaderResource
Managed compile for GameResource
Proper decal shader descriptor for skin
Border image and background image are better to be combos since they describe samplers
Delete all VCS files
Remove .ini files as well
remove sbox_ prefix from stock materials
Remaining tools core shaders get their vr_ suffix yanked
Disable requirement for semantics when setting VertexInput on VFX
Sample fixed level to ignore hardware gradient mipmapping in dof, fixes warnings
Remaining code to use attributes rather than combos for cssbox features
Use decal_renderer instead of vr_decal_renderer for skin, remaining vmat files without referencing vr_ shaders
Remove hacks for appending vr_ when shader not found, remove functions for looking to VCS files
Remove vr_ prefix on all materials that still referenced it
D_SCISSOR isn't a combo anymore
remove any remaining references to vr_ prefix
Outright remove vr_ prefix from shaders
Add remainder of addon vfx_c shaders
Replace core vcs shaders as vfx_c
Replace core vcs shaders as vfx_c
Save raw data inside our vfx_c container
Unserialize from vfx_c
Unserialize combo properly too
Some more cleanup, get base shaders in, let's compile the rest of the shaders now
Let's try it again and decimate from the top to bottom rather than rebuilding it from bottom to top, serialize multiple VCS programs in KV3 as is and we build from that
Pass the compiled info to the loaded vfx rather than reading the vfx again and expecting to have the results serialized
Put both worker and receive units into a single function
Remove all work unit stuff, strip shadercompile to it's basics
More cleanup
Need to set a CUtlBuffer to READONLY to read non null terminated data
Serialize blob data of feature
Cleanup
Remove CompileTarget from vfx, we always compile for the shader models we want to target
Remove vfx targets we'd never ever support, remove fallback table, deprecate d3d9 registers from shader
Nicely unserialize shader features
Remove VMPI stuff from vfxcompile
Print memory in decimals for verbose shader compiling
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths