branchsbox/shader-resourcescancel
20 Commits over 30 Days - 0.03cph!
Add shader macros back in
Fix crash hopefully stopping build-content from failing
update core materials from master
light prefabs tweak, adding missing LOD to some models, model physic setup
Merge branch 'master' of sbox
Smart Jacket LODs
removing test asset
Merge branch 'master' of sbox
Merge branch 'master' into shader-resources
update content from master
Update vfx_compile_helpers_d3d11.cpp
Copy over changes for shader resources
Remove old .vfx, .vcs
Forgot some vpc files
Build content
Update assettypes.txt
Update resourcecompilersystem.cpp
Forgot shader asset type images
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found
Enable all modes for error shader
Recompile all core shader resources from master
Update high_quality_reflections shader
Recompile base shaders
Update Graphics.Paint and PanelRenderer
Update shaders.def
Make damn sure all shaders are packed from vcs from master
Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up
Switch back to using resource system to get shaders for material, remove vfx dictionary
Free shaders for static combos that have zero ref count
Destroy static combo shaders when deallocating shader resource
Create all modes for error material.. again
Switch to error resource if setting up static combos for mode fails
Switch to ResourceIsError for other places that need to check if a shader is error
Remove deallocate logs
Simplify mat_reloadshaders, just do a shader and used materials blocking reload
Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader
update all_shaders.txt
Allow access to material attributes without asserting, if modes have loaded
Delete me_shaderselect.cpp
Don't publish core/*.shader to steam 🦆
Don't publish core/*.shader to steam 🦆
Delete me_shaderselect.cpp
Allow access to material attributes without asserting, if modes have loaded
Simplify mat_reloadshaders, just do a shader and used materials blocking reload
Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader
Switch back to using resource system to get shaders for material, remove vfx dictionary
Free shaders for static combos that have zero ref count
Destroy static combo shaders when deallocating shader resource
Create all modes for error material.. again
Switch to error resource if setting up static combos for mode fails
Switch to ResourceIsError for other places that need to check if a shader is error
Remove deallocate logs
Make damn sure all shaders are packed from vcs from master
Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up
Recompile base shaders
Update Graphics.Paint and PanelRenderer
Update shaders.def
Update high_quality_reflections shader
Recompile all core shader resources from master
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found
Enable all modes for error shader
Update resourcecompilersystem.cpp
Forgot shader asset type images
Copy over changes for shader resources
Remove old .vfx, .vcs
Forgot some vpc files
Build content
Restore asset browser