22,540 Commits over 1,614 Days - 0.58cph!
Fix shader asset dependencies
Fix partial shader recompiles by getting the vcs back out of existing shader resource
Fix mat_reloadshaders not checking for .shader
Get async static combo loading working again
Fix static combo load requests
Fix material editor shader picker
Restore game resource changes, don't know what this is for and don't trust it
Create asset type and asset type info for shaders, mostly to just disable compile and reload but to also cover all bases
Fix wrong seek pos when unserializing static combo data cache
Don't remove any unnecessary shader variables after shader compile if shader program skipped compile
Recompile some core shaders
Minor avatar screen cleanup
Fix package card's body text sometimes shrinking and getting clipped
Cherry pick tiled rendering fix
Remove LoadKeyValues3File
Fix map list not displaying tagged maps for #local packages
Material compiler registers .shader resource reference instead of .vfx
Recompile materials
Remove shader stuff from vpc project script, we don't have shaders in engine src
Remove kv3 shader loading
Remove all .vfx
compiling shaders from manifest uses .shader instead of .vfx
Recompile shader resources for core shaders
Remove remaining vfx_c
Double click project row to open properties
Package Settings page
Use project settings window to configure asset packages
Project publish wizard foundation
Enforce/Signal package ident length to avoid silent fails
Get rid of IWebProgress, add simple action callback instead
New publisher works
Delete old PublishWindow
Merge fix
Upload wizard fixes
Clean up and make it all work for non single file projects
Clear the package cache after successful upload so it'll be usable immediately
Delete PackageSettings page, replace with button
Clarify addon's PrimaryType field
Fix editors (hammer, modeldoc, etc.) autosaves for files outside of the game directory
Remove vfxcompile write jobs
Eyes have roughness mask too
https://i.imgur.com/tSxAguq.png
Make .shader asset type
Make resource compiler for shader (doesn't compile the shader but compiles the resource for it)
vfxcompile generates resource files for shaders (multiple vcs binary blobs packed into resource data)
Convert all game shaders to .shader
Better header for shader resource data
Quick and dirty test of creating vfx from shader resource
Fix GameData accepting inherited [HammerEntity] as a map class, it's explicit on every entity
Tools compile newly enabled games on localaddons.changed - tools need games compiled for GameData and GameResource assets
Drop our floor steps, 11 seems to be good enough from what I can tell?
Cleanup & move glow component to base
Initial work for SDF glows
https://files.facepunch.com/ognik/1b2611b1/sbox-dev_ulizyuqJD0.jpg
Don't cutoff rough high quality reflections, we already have optimizations to deal with that, fix directionality of directional AO when there's no lightmaps
https://i.imgur.com/eA8f4pJ.png
Skip byte order marks when trying to compile shaders
sboxgame/issues/issues/2533
Rework how Tools.GameData handles new assemblies, only reloading entities from them and batch them to refresh, go from consuming 140ms -> 8ms on hotloads. Fix local packages and make older asset.party assemblies work.
DisplayInfo cache
Rust player has the same eyes
Eye shader now adapts the iris to the luminosity of the env 👀
https://i.imgur.com/lLUm03S.png
Add parallax to citizen's eyes
https://i.imgur.com/ItsxkjG.png
Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug
Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering
Adjust editor console styling.
https://files.facepunch.com/rubat/1b2511b1/A0aAcWaH3M.png
pass on the light material (lamp post, ceiling light etc) and prefabs
Merge branch 'master' of sbox
Hat LODs
Bucket Hat, Nerdy Glasses, Fedora and Flatcap now have LODs
Revert "Allow for point light mixed light shadows"
This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6.
New Outfit Piece! - Smart Jacket
LODs coming ASAP. https://files.facepunch.com/daniel/1b2511b1/sbox-dev_xqXleftbBj.jpg
Completely eliminate flicker on far fog clipmaps while reducing ghosting
Make voxel resolution from env_volumetric_fog_controller be less confusing and match the description of combined lights, default indirect lighting to 1, increase draw distance
Allow for point light mixed light shadows
Remove old lightbinner that isn't used
Remove FOG_LIGHTING_MODE_BAKED_NOSHADOWS, it's only used for hammer preview and just confuses people, default lights to affect fog
Make Henyey-Greenstein curve from dynamic fog match luminosity of baked fog, improve TAA on fog
https://imgur.com/a/h4G7Qr4
Fix baked fog
Add ContextMenu which automatically deletes itself on close. Try to use this whenever popping up a one time context menu.
Move Project Enabled context menu option to first position
Return early in DrawTextBox if rect is invalid
Sully the project list with stats and warnings
Keep shader program data in memory until I figure out a better way to serialize shader resources
Put shader in base category, I don't like having this in a new category
Fix hammer asset browser not opening assets in editor on double click