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3,294 Commits over 1,399 Days - 0.10cph!

4 Hours Ago
Fix NRE in SceneNetworkSystem.OnLeave
4 Hours Ago
Add ParticleTrailRenderer, TrailRenderer components Add a margin to the right of component sheet, to accommodate the scrollbar
Today
Expose BlendMode Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy SceneLineObject supports texture + uvs
Yesterday
Expose particle DeathTime, so effects can use it to do calculations Fix ParticleSpriteRenderer error when no texture defined Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
Yesterday
Add ParticleModelRenderer
Yesterday
Fix LineRenderer bug ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters Move ParticleRenderer's into own folder ParticleController has OnParticleCreated Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy Add ParticleLightRenderer
2 Days Ago
LineRenderer has a UseVectorPoints option
2 Days Ago
Better particle randoms
2 Days Ago
Download from server (#1632) Download game asset files from the server, when not using a package. This allows people to make "local only" games and test them locally and multiplayer. In the future we can change the download method to upload and download from our backend instead of over network.
3 Days Ago
Add ParticleVector3
3 Days Ago
Particle sprite alignment mode
3 Days Ago
Fix ambient light hanging around and stomping
4 Days Ago
Fix errors when trying to render dynamic cubemaps in editor
6 Days Ago
Don't set cursor position if !IsAppActive()
6 Days Ago
Fix WatchPhysical() test, shouldn't be ticking before check
6 Days Ago
Disable recursion test
6 Days Ago
Oops - don't need obsoleted KeyModifiers anymore Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
6 Days Ago
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar Skip all this if we have no rendertree Clean up
6 Days Ago
Use SRGB texture in text shader
6 Days Ago
Fix calling Update for the active scene in editor for every scene that was open
6 Days Ago
Only sort children if it's needed More optimizing I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists Text rendering use anisotropic
6 Days Ago
Switch text shader to use bindless (to see if there are any perf changes)
7 Days Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
7 Days Ago
Add internal, templated Graphics.Draw<T> Delete PanelRenderer.Text.cs VertexLayout is public, has attribute system to define vertex layout Don't push identity matrices when rendering UI
7 Days Ago
Fix last particle not processing Add pitch and yaw to particles
7 Days Ago
Chunk size test
7 Days Ago
Particle system optimzations
7 Days Ago
PerformanceStats.Timings lockless
7 Days Ago
Remove SceneObject.GetSceneWorld() Remove SceneObject_UpdateRayTraceTransform Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
9 Days Ago
Move CodeGen to Engine, add engine assembly reference to allow it to resolve symbols from that Add StringToken.ConvertAttribute, for codegen to detect situations where we want to upgrade Add MurmurHash2 to generator When a StringToken parameter is passed a string literal we codegen that to the token, to avoid the lookup/generation "chicken" becomes StringToken.Literal( "chicken", 855234573 ), which returns a StringToken Add ProjectReference from Sandbox.Game to CodeGen, to avoid out of order compiling
9 Days Ago
Fix post processing (was passing in ITexture as an int)
9 Days Ago
Add StringToken alternatives to RenderAttributes
12 Days Ago
Create Sandbox.StringToken, delete NativeEngine.StringToken
13 Days Ago
Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
13 Days Ago
Introduce ContextLocal<T> MenuDll has its own Json options
13 Days Ago
This isn't ever used This isn't ever used Never used Never used Never used Remove unused This really does not need to be routed via an interface Not used
13 Days Ago
Lets uncomplicate this the input system kickoff by dropping the event dispatch Add instrumentation
14 Days Ago
Add a c# version of MurmurHash2
14 Days Ago
Trim a bunch of sound stuff we don't use More telemetry
14 Days Ago
move fps_max to c# - make it more accurate
14 Days Ago
Vector4 uses System.Numerics.Vector4 where possible Add BBox.Snap Fix particle bounds being wrong ParticleRenderer has [RequireComponent] ParticleEffect
14 Days Ago
Remove randomly added repeat functions from Curve @MVFP Fix prefab/scene videos timescale too fast Move ParticleGameSystem to its own file Curve micro optimizations
14 Days Ago
Vector3 optimization, use System.Numerics where possible
14 Days Ago
Fucked it
14 Days Ago
Add Graphics.Draw to stats Count material system stats in retail
15 Days Ago
Revert "m_nInstanceStepRate not used anywhere get rid" This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
15 Days Ago
Add mutex and pray
15 Days Ago
Oops, DrawInstanced was needed !
15 Days Ago
This doesn't need to be DrawInstanced Fix loading ui textures not updating when they finish loading
15 Days Ago
m_nInstanceStepRate not used anywhere get rid c# managed vertexlayout, create layout automatically