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19,199 Commits over 3,898 Days - 0.21cph!

4 Months Ago
Fix calling Update for the active scene in editor for every scene that was open
4 Months 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
4 Months Ago
Switch text shader to use bindless (to see if there are any perf changes)
4 Months Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
4 Months 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
4 Months Ago
Update ParticleModelRenderer.cs
4 Months Ago
Fix last particle not processing Add pitch and yaw to particles
4 Months Ago
Chunk size test
4 Months Ago
Particle system optimzations
4 Months Ago
PerformanceStats.Timings lockless
4 Months 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)
4 Months Ago
Physic2d test
4 Months 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
4 Months Ago
Fix post processing (was passing in ITexture as an int)
4 Months Ago
Add StringToken alternatives to RenderAttributes
4 Months Ago
Create Sandbox.StringToken, delete NativeEngine.StringToken
4 Months Ago
Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
4 Months Ago
Introduce ContextLocal<T> MenuDll has its own Json options
4 Months Ago
Third attempt to fix video audio
4 Months 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
4 Months Ago
Fix video audio
4 Months Ago
Lets uncomplicate this the input system kickoff by dropping the event dispatch Add instrumentation
4 Months Ago
Add a c# version of MurmurHash2
4 Months Ago
Trim a bunch of sound stuff we don't use More telemetry
4 Months Ago
move fps_max to c# - make it more accurate
4 Months Ago
Vector4 uses System.Numerics.Vector4 where possible Add BBox.Snap Fix particle bounds being wrong ParticleRenderer has [RequireComponent] ParticleEffect
4 Months 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
4 Months Ago
Vector3 optimization, use System.Numerics where possible
4 Months Ago
Fucked it
4 Months Ago
Add Graphics.Draw to stats Count material system stats in retail
4 Months Ago
Revert "m_nInstanceStepRate not used anywhere get rid" This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
4 Months Ago
4 Months Ago
Add mutex and pray
5 Months Ago
Oops, DrawInstanced was needed !
5 Months Ago
This doesn't need to be DrawInstanced Fix loading ui textures not updating when they finish loading
5 Months Ago
m_nInstanceStepRate not used anywhere get rid c# managed vertexlayout, create layout automatically
5 Months Ago
Update how superluminal instrumentation works, avoid allocations, wrong names Don't render widgets that we can't see (!)
5 Months Ago
Add Graphics.CameraPosition
5 Months Ago
Fix warnings
5 Months Ago
Support ext:vtex etc in find Add extension filter on assets
5 Months Ago
Convert particle, texture, soundscape, shader types to asset
5 Months Ago
Remove publish types, fall back to asset
5 Months Ago
Move some types to asset
5 Months Ago
"display: none" the main menu when we're not using it
5 Months Ago
Panel background rendering optimizations
5 Months Ago
Micro optimizations
5 Months Ago
CManagedSceneObject main thread is optional Remove mainthread enforcement from "safe" internal managed sceneobjects Make grabbedTextures a thread static ParticleSpriteRenderer builds verts in render thread
5 Months Ago
micro performance tweaks
5 Months Ago
Volumetric fog benchmark
5 Months Ago
Fix navmesh usage before initialized