userGarry Newmancancel

19,538 Commits over 3,990 Days - 0.20cph!

7 Months Ago
Add ParticleTrailRenderer, TrailRenderer components Add a margin to the right of component sheet, to accommodate the scrollbar
7 Months Ago
Promoted to engine
7 Months Ago
Disable UsageChanged message - too spammy with more than 10 people playing
7 Months Ago
TrailRenderer, SceneTrailObject, ParticleTrailRenderer
7 Months Ago
Expose BlendMode Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy SceneLineObject supports texture + uvs
7 Months Ago
Don't let them multi-click the preview unlock Fix NRE
7 Months Ago
Add ParticleLineEmitter Clean ParticleLineRenderer
7 Months Ago
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
7 Months Ago
Add ParticleModelRenderer
7 Months Ago
Delete ParticleModelRenderer.cs
7 Months Ago
particle.collision uses particle model renderer
7 Months Ago
Update ParticleModelRenderer to use listener
7 Months Ago
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
7 Months Ago
Log when granting
7 Months Ago
LineRenderer has a UseVectorPoints option
7 Months Ago
Better particle randoms
7 Months 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.
7 Months Ago
Simplify RedirectFileSystem, fix not mounting
7 Months Ago
Add LargeNetworkFiles table No network files needed for remote packages File download framework Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers Request files loop Fix filesystems not clearing properly between games Download required files from server Move the asset download cache to a single purpose class
7 Months Ago
Fix test
7 Months Ago
Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields Revert "Add LargeNetworkFiles table" This reverts commit 7365c616af37ef1665abe4961344013815e89b70. Accidentally rebased master onto a branch - Metapyziks Fix warnings in ParticleVector3ControlWidget Fix some download toasts sticking around forever, and incorrectly displaying as cancelled Populate Json reflection cache in Json.Initialize We were seeing some long frame times during first-time prefab instantiation caused by this Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908 Custom panels that do stuff/populate from attributes etc should work again now, incl settings page Don't use internal message type for changing level Fixed retry logic Docs Merge branch 'master' into local_files Merge fixes
7 Months Ago
Merge branch 'master' into local_files
7 Months Ago
Move the asset download cache to a single purpose class
7 Months Ago
Fix filesystems not clearing properly between games Download required files from server
7 Months Ago
No network files needed for remote packages File download framework Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers Request files loop
7 Months Ago
Add LargeNetworkFiles table
7 Months Ago
Add ParticleVector3
7 Months Ago
Update fog.cubemap.scene
7 Months Ago
Particle sprite alignment mode
7 Months Ago
Fix ambient light hanging around and stomping
7 Months Ago
Update volume_fog.scene
7 Months Ago
Don't download package dlls Compile package on download
7 Months Ago
Fix errors when trying to render dynamic cubemaps in editor
7 Months Ago
Don't set cursor position if !IsAppActive()
7 Months Ago
Fix WatchPhysical() test, shouldn't be ticking before check
7 Months Ago
Disable recursion test
7 Months Ago
Oops - don't need obsoleted KeyModifiers anymore Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
7 Months 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
7 Months Ago
Use SRGB texture in text shader
7 Months Ago
Fix calling Update for the active scene in editor for every scene that was open
7 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
7 Months Ago
Switch text shader to use bindless (to see if there are any perf changes)
7 Months Ago
Convert the rest of RenderAttributes stuff to use StringToken Move SetRenderState out of the draw loop, called manually
7 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
7 Months Ago
Update ParticleModelRenderer.cs
7 Months Ago
Fix last particle not processing Add pitch and yaw to particles
7 Months Ago
Chunk size test
7 Months Ago
Particle system optimzations
7 Months Ago
PerformanceStats.Timings lockless
7 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)