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15,624 Commits over 3,106 Days - 0.21cph!

11 Days Ago
Mount cloud asset folder if in tools (or are a tool) PackageRevision VersionId Added AssetSystem.InstallAsync
11 Days Ago
Stripped down console system - tools can have console commands
12 Days Ago
Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
12 Days Ago
Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras
12 Days Ago
GameLoop::PreRender ain't doing nothing
12 Days Ago
Fix not being able to load materials during rendering
12 Days Ago
When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps
13 Days Ago
Removed unused arg from SetTextureData
13 Days Ago
Add GenerateMipMaps, rip out a bunch of previous mipmap code
14 Days Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
14 Days Ago
DrawSceneObject kind of do LODs properly
14 Days Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
14 Days Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
14 Days Ago
Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction
14 Days Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
15 Days Ago
Allow creating common depth formats Add RenderTarget
15 Days Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too
15 Days Ago
Allow SetRenderTarget to set depth too
15 Days Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
15 Days Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
15 Days Ago
managedrenderpipeline.h doesn't exist anymore
16 Days Ago
Support LOD/Bodygroups in RenderSceneObject
16 Days Ago
Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess
16 Days Ago
Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again
17 Days Ago
Switch post process to work in new system
17 Days Ago
Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid
17 Days Ago
Put HUD and GameUI rendering in hooks
17 Days Ago
Fix list view in inspector not creating classes
17 Days Ago
Fixed TextManager not evicting old textures regularly enough Fix soundscape sounds not stopping and volume not cross fading properly
17 Days Ago
Initial experiments
17 Days Ago
Fix LocalPosition and LocalRotation setting physics body to wrong position
17 Days Ago
Adding clear back, since people were using it
18 Days Ago
Fix addon exceptions not logging correctly
18 Days Ago
Clean notice manager, prevent exception on exit
18 Days Ago
css supports universal selector
18 Days Ago
Hide constructor for ICSharpCompiler.Diagnostic
18 Days Ago
Show exception if Api couldn't load AssemblyDoc do a better job of resolving dlls
18 Days Ago
Fix asset type popup shadow in wrong place
18 Days Ago
Paint the top of the GameFrame when in full screen mode
18 Days Ago
Added SceneCamera.EnablePostProcessing
18 Days Ago
Rename RenderDevice to g_pRenderDevice Add Render.DrawSceneToTexture Remove old RenderScene implementation Disable initial screen clear (assuming it's not needed now) Remove unused AllocateD3DTexture from texturedx11 Not sure what this GetBinding call was hoping to achieve Render ScenePanel SceneViews as dependant views rather than EmbeddedViews - because they get rendered first apparently I don't even know Create a version of CreateRenderTarget that'll only create if the passed in texture is different Fallback MSAA if not supported when rendering scene Bought back ScenePanel.RenderOnce, added ScenePanel.RenderNextFrame() Fix new Texture.Create being commented out
18 Days Ago
Initial commit repro for sbox/issues/522
18 Days Ago
Reduce size of default SoundscapeRadiusEntity When leaving a soundscape, keep playing it until you're not in a soundscape anymore
19 Days Ago
If we're compiling shaders in fast mode lets pass some info into the shader compile hash so it'll rebuild when compiling in optimized mode Compile shaders in -fast mode when hotloading (about 4x faster for iterating)
19 Days Ago
Don't pop up shader log when clicking code compile notice Quicker notice dismiss Hide startup code compile notitfications unless there are errors (maybe this should be the default?) Show only the top 5 compile errors
20 Days Ago
Cleaned up shader compiling, added new notifications system This update won't increase the speed of shader building, but it'll bring some stability and reliability to editing them. Thew new notifications are going to annoy you - please let us know what options you want (sbox-issues/discussions)
20 Days Ago
Cleaning stuff up to ship Reduce cssbox combos from 4000+ to 96 Make mat_reloadshaders just reload the shaders, and not try to recompile them I think these warnings about missing texture attributes in materials are probably not needed
20 Days Ago
Fix not being able to dismiss notices until on-hovered Better warning when couldn't bind expression Shader output updates live Remove unused SHADER_SOURCE_MOD, SHADER_SOURCE_ROOT paths Remove unused SHADER_SOURCE, SHADER_SOURCE_ADDON_COMMON paths Remove shader_watch from RuntimeGame Fix filterless filewatch callbacks not triggering Shader change use content.changed event
21 Days Ago
Remove our custom threading from mat_ compile shader commands
21 Days Ago
Don't disable IO buffering unless -progress is passed Optimized shader builds are default again - add -fast to do unoptimized