userGarry Newmancancel

19,220 Commits over 3,898 Days - 0.21cph!

2 Years Ago
Add convar to control CPixEventScope Delete water layer sc_log_submits depth buffers too Delete DrawOverWorld layers Optimize CPixEventScope Fixed render hooks resolving Clean up
2 Years Ago
Handle widget deleted while fetching packages
2 Years Ago
Package -> view in browser Custom render the model thumbnail
2 Years Ago
Don't limit framerate while smooth scrolling Asset Party activated using filter text, auto pagination
2 Years Ago
Double clicking a cloud asset installs and opens it
2 Years Ago
Fix Api queries not caching Add Package.Query.GetCountAsync() Show layout/paint time in listview debug (alt + pause) Delete CToolService::ThrottleRenderingToYieldCPU
2 Years Ago
Add asset/count
2 Years Ago
Add Package.TryParseIdent Store packages with #version
2 Years Ago
Latest from Valve
2 Years Ago
Can call ComputeShader.Dispatch outside of render loop ConstantBuffer can be updated outside of render loop
2 Years Ago
Complain if sizeFactor < 1 in RenderTarget.GetTemporary Delete RenderAttributes on the main thread Add Graphics.MeasureText Cleaning up
2 Years Ago
Move FilmGrain to RenderHooks Moved MotionBlur Remove falloff stuff Move pixelate Chromatic Aberration Strip panini, lens distortion - don't work
2 Years Ago
Fix vignette setting, add to devcam https://files.facepunch.com/garry/03c39271-9278-440b-97ca-7af444896246.mp4
2 Years Ago
Converted DevCam ColorPanel PostProcess
2 Years Ago
Fixed default font size not scaling to screen properly
2 Years Ago
Move depth of field to standalone renderhook Fix bind throttling being too severe Don't hide the glow outlines when pressing use
2 Years Ago
Add Graphics.DrawIcon, Graphics.DrawQuad, Graphics.DrawRoundedRectangle Add Vector4.Length, LengthSquared, IsNearZeroLength Obsoleted Draw2D stuff can use Graphics stuff Converted addon code to not use Draw2D
2 Years Ago
Fix shader compile
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 Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file Recompiled shaders Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code Refactor Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes Create Graphics.cs Move Render to Graphics Backwards compatibility fix Convert some addon side code to use Graphics instead of Render Graphics.Quad transition More Sandbox.Render -> Graphics Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
2 Years Ago
Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
2 Years Ago
More Sandbox.Render -> Graphics
2 Years Ago
Graphics.Quad transition
2 Years Ago
Convert some addon side code to use Graphics instead of Render
2 Years Ago
Move Render to Graphics Backwards compatibility fix
2 Years Ago
Create Graphics.cs
2 Years Ago
Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes
2 Years Ago
Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem
2 Years Ago
RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice
2 Years Ago
Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer
2 Years Ago
Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread
2 Years Ago
Refactor
2 Years Ago
Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code
2 Years Ago
Recompiled shaders
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 Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
2 Years Ago
Cloud Asset framework https://files.facepunch.com/garry/671bcc85-b0e6-4d43-8669-eb4a84ee4a22.mp4
2 Years Ago
Cleanup for merge
2 Years Ago
Make ConCmd.Engine public Cleanup debug
2 Years Ago
Don't bother downloading thumbs Only delete orphans after the initial scan
2 Years Ago
CloudAssetDirectory Added Asset.Package (set to the package of the cloud package it's from)
2 Years Ago
Mount cloud asset folder if in tools (or are a tool) PackageRevision VersionId Added AssetSystem.InstallAsync
2 Years Ago
Stripped down console system - tools can have console commands
2 Years Ago
Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
2 Years Ago
Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras
2 Years Ago
GameLoop::PreRender ain't doing nothing
2 Years Ago
Fix not being able to load materials during rendering
2 Years Ago
When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps
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