userGarry Newmancancel

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

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
2 Years Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
2 Years Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
2 Years Ago
Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction
2 Years Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
2 Years Ago
Allow creating common depth formats Add RenderTarget
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
2 Years Ago
Allow SetRenderTarget to set depth too
2 Years Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
2 Years Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
2 Years Ago
managedrenderpipeline.h doesn't exist anymore
2 Years Ago
Support LOD/Bodygroups in RenderSceneObject
2 Years Ago
Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess
2 Years Ago
Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again
2 Years Ago
Switch post process to work in new system
2 Years Ago
Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid
2 Years Ago
Put HUD and GameUI rendering in hooks
2 Years Ago
Fix list view in inspector not creating classes
2 Years Ago
Fixed TextManager not evicting old textures regularly enough Fix soundscape sounds not stopping and volume not cross fading properly
2 Years Ago
Initial experiments
2 Years Ago
Fix LocalPosition and LocalRotation setting physics body to wrong position
2 Years Ago
Adding clear back, since people were using it
2 Years Ago
Fix addon exceptions not logging correctly
2 Years Ago
Clean notice manager, prevent exception on exit
2 Years Ago
css supports universal selector
2 Years Ago
Hide constructor for ICSharpCompiler.Diagnostic
2 Years Ago
Show exception if Api couldn't load AssemblyDoc do a better job of resolving dlls
2 Years Ago
Fix asset type popup shadow in wrong place
2 Years Ago
Paint the top of the GameFrame when in full screen mode
2 Years Ago
Added SceneCamera.EnablePostProcessing
2 Years Ago
Rename RenderDevice to g_pRenderDevice Add Render.DrawSceneToTexture Remove old RenderScene implementation Disable initial screen clear (assuming it's not needed now) Remove unused AllocateD3DTexture from texturedx11 Not sure what this GetBinding call was hoping to achieve Render ScenePanel SceneViews as dependant views rather than EmbeddedViews - because they get rendered first apparently I don't even know Create a version of CreateRenderTarget that'll only create if the passed in texture is different Fallback MSAA if not supported when rendering scene Bought back ScenePanel.RenderOnce, added ScenePanel.RenderNextFrame() Fix new Texture.Create being commented out
2 Years Ago
Initial commit repro for sbox/issues/522
2 Years Ago
Reduce size of default SoundscapeRadiusEntity When leaving a soundscape, keep playing it until you're not in a soundscape anymore