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2,607 Commits over 730 Days - 0.15cph!

38 Minutes Ago
Fix shader compile
1 Hour 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 Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData 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 Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file Recompiled shaders Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code Refactor Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes Create Graphics.cs Move Render to Graphics Backwards compatibility fix Convert some addon side code to use Graphics instead of Render Graphics.Quad transition More Sandbox.Render -> Graphics Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
1 Hour Ago
Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
Yesterday
More Sandbox.Render -> Graphics
Yesterday
Graphics.Quad transition
Yesterday
Convert some addon side code to use Graphics instead of Render
Yesterday
Move Render to Graphics Backwards compatibility fix
Yesterday
Create Graphics.cs
3 Days Ago
Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes
3 Days Ago
Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem
4 Days Ago
RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice
4 Days Ago
Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer
4 Days Ago
Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread
5 Days Ago
Refactor
5 Days Ago
Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code
5 Days Ago
Recompiled shaders
6 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 Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData 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 Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
6 Days Ago
Cloud Asset framework https://files.facepunch.com/garry/671bcc85-b0e6-4d43-8669-eb4a84ee4a22.mp4
6 Days Ago
Cleanup for merge
6 Days Ago
Make ConCmd.Engine public Cleanup debug
6 Days Ago
Don't bother downloading thumbs Only delete orphans after the initial scan
6 Days Ago
CloudAssetDirectory Added Asset.Package (set to the package of the cloud package it's from)
6 Days Ago
Mount cloud asset folder if in tools (or are a tool) PackageRevision VersionId Added AssetSystem.InstallAsync
6 Days Ago
Stripped down console system - tools can have console commands
7 Days Ago
Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
7 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
7 Days Ago
GameLoop::PreRender ain't doing nothing
7 Days Ago
Fix not being able to load materials during rendering
7 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
8 Days Ago
Removed unused arg from SetTextureData
8 Days Ago
Add GenerateMipMaps, rip out a bunch of previous mipmap code
9 Days Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
9 Days Ago
DrawSceneObject kind of do LODs properly
9 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
9 Days Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
9 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
9 Days Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
10 Days Ago
Allow creating common depth formats Add RenderTarget
10 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
10 Days Ago
Allow SetRenderTarget to set depth too
10 Days Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
10 Days Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
10 Days Ago
managedrenderpipeline.h doesn't exist anymore
11 Days Ago
Support LOD/Bodygroups in RenderSceneObject
11 Days Ago
Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess
11 Days Ago
Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again
12 Days Ago
Switch post process to work in new system
12 Days Ago
Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid
12 Days Ago
Put HUD and GameUI rendering in hooks
12 Days Ago
Fix list view in inspector not creating classes