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4,928 Commits over 1,522 Days - 0.13cph!

2 Years Ago
Removed unused arg from SetTextureData
2 Years Ago
Add GenerateMipMaps, rip out a bunch of previous mipmap code
2 Years Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
2 Years Ago
DrawSceneObject kind of do LODs properly
2 Years Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
2 Years Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
2 Years 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
2 Years Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
2 Years Ago
Allow creating common depth formats Add RenderTarget
2 Years 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
2 Years Ago
Allow SetRenderTarget to set depth too
2 Years Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
2 Years Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
2 Years Ago
managedrenderpipeline.h doesn't exist anymore
2 Years Ago
Support LOD/Bodygroups in RenderSceneObject
2 Years Ago
Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess
2 Years Ago
Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again
2 Years Ago
Switch post process to work in new system
2 Years Ago
Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid
2 Years Ago
Put HUD and GameUI rendering in hooks
2 Years Ago
Fix list view in inspector not creating classes
2 Years Ago
Fixed TextManager not evicting old textures regularly enough Fix soundscape sounds not stopping and volume not cross fading properly
2 Years Ago
Initial experiments
2 Years Ago
Fix LocalPosition and LocalRotation setting physics body to wrong position
2 Years Ago
Adding clear back, since people were using it
2 Years Ago
Fix addon exceptions not logging correctly
2 Years Ago
Clean notice manager, prevent exception on exit
2 Years Ago
css supports universal selector
2 Years Ago
Hide constructor for ICSharpCompiler.Diagnostic
2 Years Ago
Fix asset type popup shadow in wrong place
2 Years Ago
Paint the top of the GameFrame when in full screen mode
2 Years Ago
Added SceneCamera.EnablePostProcessing
2 Years 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
2 Years Ago
Reduce size of default SoundscapeRadiusEntity When leaving a soundscape, keep playing it until you're not in a soundscape anymore
2 Years 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)
2 Years 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
2 Years 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)
2 Years 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
2 Years 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
2 Years Ago
Remove our custom threading from mat_ compile shader commands
2 Years Ago
Don't disable IO buffering unless -progress is passed Optimized shader builds are default again - add -fast to do unoptimized
2 Years Ago
Fix paths in Build-Shaders bat files
2 Years Ago
Compile notifications show warnings + errors https://files.facepunch.com/garry/f883608a-fde4-4787-a28c-08b4c599aeaf.mp4
2 Years Ago
Compiler notices
2 Years Ago
Remove old in-game dev notice since the editor has made that shit redundant
2 Years Ago
Strip out old shader notification stuff Configurable icon, stop timer when running is false
2 Years Ago
Show compile errors Tweak the error reporting Show log if you click on the shader notification
2 Years Ago
Flesh out notice system Add fps_max_inactive, replaces engine_no_focus_sleep I want the editor to run pretty much normally when I'm using another window - but I still want it to operate at a decent frame rate.. so I've set the default to 90fps. This means that it won't be breaking its back to do 500fps when tabbed, but stuff should still operate fine.
2 Years Ago
Reload shader after compile Re-render tool views - even if we're not the active window - because I might be editing shit and watching the window Move shadercache folder to /.source2/shadercache so we know it can be deleted
2 Years Ago
Update shaderproc path