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4,787 Commits over 1,461 Days - 0.14cph!

1 Year Ago
Don't bother downloading thumbs Only delete orphans after the initial scan
1 Year Ago
CloudAssetDirectory Added Asset.Package (set to the package of the cloud package it's from)
1 Year Ago
Mount cloud asset folder if in tools (or are a tool) PackageRevision VersionId Added AssetSystem.InstallAsync
1 Year Ago
Stripped down console system - tools can have console commands
1 Year Ago
Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
1 Year 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
1 Year Ago
GameLoop::PreRender ain't doing nothing
1 Year Ago
Fix not being able to load materials during rendering
1 Year 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
1 Year Ago
Removed unused arg from SetTextureData
1 Year Ago
Add GenerateMipMaps, rip out a bunch of previous mipmap code
1 Year Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
1 Year Ago
DrawSceneObject kind of do LODs properly
1 Year Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
1 Year Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
1 Year 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
1 Year Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
1 Year Ago
Allow creating common depth formats Add RenderTarget
1 Year 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
1 Year Ago
Allow SetRenderTarget to set depth too
1 Year Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
1 Year Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
1 Year Ago
managedrenderpipeline.h doesn't exist anymore
1 Year Ago
Support LOD/Bodygroups in RenderSceneObject
1 Year Ago
Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess
1 Year Ago
Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again
1 Year Ago
Switch post process to work in new system
1 Year Ago
Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid
1 Year Ago
Put HUD and GameUI rendering in hooks
1 Year Ago
Fix list view in inspector not creating classes
1 Year Ago
Fixed TextManager not evicting old textures regularly enough Fix soundscape sounds not stopping and volume not cross fading properly
1 Year Ago
Initial experiments
1 Year Ago
Fix LocalPosition and LocalRotation setting physics body to wrong position
1 Year Ago
Adding clear back, since people were using it
1 Year Ago
Fix addon exceptions not logging correctly
1 Year Ago
Clean notice manager, prevent exception on exit
1 Year Ago
css supports universal selector
1 Year Ago
Hide constructor for ICSharpCompiler.Diagnostic
1 Year Ago
Fix asset type popup shadow in wrong place
1 Year Ago
Paint the top of the GameFrame when in full screen mode
1 Year Ago
Added SceneCamera.EnablePostProcessing
1 Year 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
1 Year Ago
Reduce size of default SoundscapeRadiusEntity When leaving a soundscape, keep playing it until you're not in a soundscape anymore
1 Year 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)
1 Year 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
1 Year 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)
1 Year 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
1 Year 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
1 Year Ago
Remove our custom threading from mat_ compile shader commands
1 Year Ago
Don't disable IO buffering unless -progress is passed Optimized shader builds are default again - add -fast to do unoptimized