branchsbox/new-shader-api-premergecancel
9 Commits over 30 Days - 0.01cph!
Cleanup
Update thirdpartylegalnotices
More cleanup
Add ExtraLightData for area lights and LightTypeAreaType_t to make it easy to expand
Add Area Light postprocessing methods
Iterate lighting and shading data
Fix spazzing on structured buffers on unskinned meshes
Some rework on structured transform buffers, pass correct offsets (in theory)
Flag to renderdevice that we want to use structured buffers
Adjustments to structured buffer transforms
FloatSlider fix
List property passes down attributes
Can get AssetType by file extension
Added Paint.SetBrushLinear( pos, pos, color, color )
Added Theme.DrawButton
Added Widget.OnDragStart
Create ResourceProperty.cs
Allow creating a dialog without stomping all the good stuff
Play sound when selecting sound sample in asset browser
AssetPicker.SaveButton
Add play sound button to sound asset property
If the asset is missing/unknown, signal that
FindByPath can find relative paths too
Asset.Path uses the primary asset extension
Fix stack trace view
Warning fixes
Fix Avatar template error
Fix FindAndConvertResources sometimes not finding assets
Ignore *.generated.vtex_c
Add .generated. to material compile texture generations
Initialize imported function array so we can't end up with junk
contentbuilder can run without crashing
Create 6.Build-Content.bat
Another contentbuilder fix
Remove broken materials
Add Build Content step to ci
road signs - removed old materials
Street lamp - removed old material
Road signs - removed old materials
Update ci.yml
Remove broken texture
ContentBuilder less spammy
Should be able to now delete these generated textures, and they get remade on content build and everything is sweet
Animgraph groups (#221)
New Outfit Piece - Brown Leather Jacket
New Brown Leather Jackets, LODs to come soon, some small adjustments to the tactical vest to work ontop of the jacket and future pieces. Planning to further adjust these pieces and their skinning.
Simplify in game console
EnumProperty draw icon
Fix stack trace NRE
Brown Leather Jacket LODs and small adjustments to skinning
Fixed certain model selection widgets having excessive whitespace on their right
animgraph tool, post processing tool & material preview selectors specifically
Animgraph: Fix nodes not updating properly when modifying attributes
Fixed Button.Released never being called
Added widget context
Add Utility.VoiceRecording (via @aylaylay)
Don't try to play uncompiled sound
Added AssetSystem.RegisterFile
Added Paint.HasPressed
Move VoiceRecording
Throw if property databind is null
AssetProperty creates sound recording/playing buttons via "assetextra:vsnd"
Update material icons
Animgraph: Remove connection from node if the output was removed
Update animgraph help text for group nodes
Remove the model config system as it is unused
Removed empty leather_jacket model
qt update
Quick compile fixes
Quick compile fixes
beech and cotoneaster shrubs/hedges files
Restore entity push movement code so platform entities can move
folding sign - adjusted lod distance
Fixed path entity nodes not spawning if that setting is enabled
Also fixed Hammer.LineAttribute
New Outfit Piece! - Party Glasses
Some new pink party glasses - LOD's soon to come.
temporary barrier - LODS
Add distance squared variants for Vector2 & Vector3
Add per component lerping for vector2 & vector3, added Clamp to vector2
IsNearlyEqual for vector2
Vector2 min & max
Vector2 LerpTo
Add DivideByZeroException to whitelist
Added random_color ModelDoc node, applies a random color on spawn
Restore missing descriptions for particle and random_color modeldoc nodes
Make BasePathEntity.DrawPath a virtual
Make DoorEntity.Locked & State network to clients
Party Glasses LODS
Lods to Party Glasses and small adjustments to leather jacket modeldoc
temporary barrier - gibs
Don't stomp horizontal scroll velocity
Improve Hammer workflow for creating game entities
https://files.facepunch.com/matt/1b2911b1/sbox_qmlxFg0pft.png
Use a factory interface for Hammer tools as natively there's a tool class for each open editor session
Road signs - work started to add breakable sign prefabs
wood crate - lod0
Tag code as NOT using constant buffers, as we are using structured buffers now
Support for both Constant and Structured buffer
Strip texture transform entirely from scenesystem
Fix shader code related to structured buffer transforms
Move away from a cbuffer to a structured buffer
Set the config on transform_buffer correctly
Merge branch 'new-shader-api' of sbox into new-shader-api-premerge
Iterate on shading, cleanup internal sbox_pixel
Add new standard.vfx ubershader
Merge branch 'master' of sbox into new-shader-api-premerge
Mixed light support
Iterate on new shader api, make inputs take preprocessed shaderparams rather than pixelinput and material data
Boost ambient occlusion on hemispheric light coming from up-down
Merge branch 'master' of sbox into new-shader-api-premerge
Lightmapped direct light support, better define shading struct
Merge branch 'master' of sbox into new-shader-api-premerge
Merge branch 'master' of sbox into new-shader-api-premerge
Start using classes for shading itself
Merge branch 'master' of sbox into new-shader-api-premerge
Remove warnings, iterate on class-based shading, cleanup
tidy up api
Strip ShadeParams from lighting data, that should be exclusive to shading classes
More indirect lighting work
DFG Lookup table
Unclustered seamless cubemaps, fix view ray
Add DFG texture sampler to shader