19,199 Commits over 3,898 Days - 0.21cph!
Fix calling Update for the active scene in editor for every scene that was open
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
Switch text shader to use bindless (to see if there are any perf changes)
Convert the rest of RenderAttributes stuff to use StringToken
Move SetRenderState out of the draw loop, called manually
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
Update ParticleModelRenderer.cs
Fix last particle not processing
Add pitch and yaw to particles
Particle system optimzations
PerformanceStats.Timings lockless
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)
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
Fix post processing (was passing in ITexture as an int)
Add StringToken alternatives to RenderAttributes
Create Sandbox.StringToken, delete NativeEngine.StringToken
Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
Introduce ContextLocal<T>
MenuDll has its own Json options
Third attempt to fix video audio
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
Lets uncomplicate this the input system kickoff by dropping the event dispatch
Add instrumentation
Add a c# version of MurmurHash2
Trim a bunch of sound stuff we don't use
More telemetry
move fps_max to c# - make it more accurate
Vector4 uses System.Numerics.Vector4 where possible
Add BBox.Snap
Fix particle bounds being wrong
ParticleRenderer has [RequireComponent] ParticleEffect
Remove randomly added repeat functions from Curve @MVFP
Fix prefab/scene videos timescale too fast
Move ParticleGameSystem to its own file
Curve micro optimizations
Vector3 optimization, use System.Numerics where possible
Add Graphics.Draw to stats
Count material system stats in retail
Revert "m_nInstanceStepRate not used anywhere get rid"
This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
Oops, DrawInstanced was needed !
This doesn't need to be DrawInstanced
Fix loading ui textures not updating when they finish loading
m_nInstanceStepRate not used anywhere get rid
c# managed vertexlayout, create layout automatically
Update how superluminal instrumentation works, avoid allocations, wrong names
Don't render widgets that we can't see (!)
Add Graphics.CameraPosition
Support ext:vtex etc in find
Add extension filter on assets
Convert particle, texture, soundscape, shader types to asset
Remove publish types, fall back to asset
"display: none" the main menu when we're not using it
Panel background rendering optimizations
CManagedSceneObject main thread is optional
Remove mainthread enforcement from "safe" internal managed sceneobjects
Make grabbedTextures a thread static
ParticleSpriteRenderer builds verts in render thread
Fix navmesh usage before initialized