branchsbox/shader-resourcescancel

20 Commits over 30 Days - 0.03cph!

58 Days Ago
Add shader macros back in Fix crash hopefully stopping build-content from failing
59 Days Ago
update core materials from master
59 Days Ago
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
59 Days Ago
update content from master
59 Days Ago
Update vfx_compile_helpers_d3d11.cpp
59 Days Ago
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 🦆
59 Days Ago
Don't publish core/*.shader to steam 🦆
59 Days Ago
Delete me_shaderselect.cpp
60 Days Ago
Allow access to material attributes without asserting, if modes have loaded
60 Days Ago
update all_shaders.txt
60 Days Ago
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
60 Days Ago
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
60 Days Ago
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
2 Months Ago
Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def
2 Months Ago
Update high_quality_reflections shader
2 Months Ago
Recompile all core shader resources from master
2 Months Ago
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader
2 Months Ago
Update resourcecompilersystem.cpp Forgot shader asset type images
2 Months Ago
Update assettypes.txt
2 Months Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Restore asset browser