branchsbox/resources-refactorcancel
42 Commits over 31 Days - 0.06cph!
Only bitch about deprecated prefix if the replacement exists, there are valid shaders that can exist with the prefixes (vr_stencil, etc)
Fix tools wireframe shaders
Add remainder of compiled user shaders
Initialize start register for constant buffers
We need constant buffer bindings in DX11 too
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
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
Fix replacement shaders not being loaded correctly
Append .vfx when loading compute shader since we treat them as direct files now
Reference compiled shader rather than source on material dependency tree
Fix partial shader loading requests on reload
Fix default mode on toolswireframe's unified shader
Serialize combos and which programs are used to kv3
Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
Much better organize shader resource fields
Add ReadOnly stub attribute for DisplayInfo
Fix loading game resource when we don't have a compiled version
Pass each shader program as a field rather than a string when serializing to kv3, makes it better to organize it, also clean it up every time we compile
Don't add saving to assets tagged readonly
Update shaders
Update materials again
Don't add fields on empty stuff on serializing shaders, cleanup
ReadOnly property for ShaderResource
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
Rebase fixes
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
Don't add saving to assets tagged readonly
Update shaders
Update materials again
Don't add fields on empty stuff on serializing shaders, cleanup
ReadOnly property for ShaderResource
Much better organize shader resource fields
Add ReadOnly stub attribute for DisplayInfo
Fix loading game resource when we don't have a compiled version
Pass each shader program as a field rather than a string when serializing to kv3, makes it better to organize it, also clean it up every time we compile
Serialize combos and which programs are used to kv3
Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
Fix default mode on toolswireframe's unified shader
Fix partial shader loading requests on reload
Append .vfx when loading compute shader since we treat them as direct files now
Reference compiled shader rather than source on material dependency tree
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
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