1,342 Commits over 1,247 Days - 0.04cph!
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
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
Better serialize shader modes
Finish vfx_c serialization
Start writing vfx_c support
WriteCompiledVfxFile Cleanup
Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
Right click compile shaders, set GameResource load function as sealed
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
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
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
Fix some sanity checks
Forgot this, pass asset name as string for now
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code
Disable seamless fade for dof, better to keep the nice translucent sorting for now
Put DoF autofocus a bit behind the subject
Tweak backfacing value a bit
Double the dof resolution, fix massive slowdown on zooming in backfacing samples
Fix DoF plane
readd smooth mask
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Return DofPanel far point to 10k units, but will get to fix focal plane reprojection
Limit DoF ray since our focus is more physically accurate now, fix collision on it
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Adjustments to adaptive dof, gets blurrier the closer you focus, use another formula for calculating downsample
Discard backfacing samples
Fix alpha plane on dof
Don't remap to viewport depth range, we need the absolute values
Mask alphatest while keeping the cool fade
Remove debug crap and push the shader objects
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Rewrite 99% of dof
Adaptive downsample dof
Any size blur kernel, more cleanup
Some more dof cleanup, am going to wrap up in the morning
Forgot this, pass asset name as string for now
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
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
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
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.
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Add stub custom load methods for shader
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
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
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
Don't use error.vfx if we are not on tools mode (Issue 415)
Add used shader as material dependency
Get boilerplate for managed asset compile
Iterate on shaders as assets
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
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
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