userLaylacancel

2,398 Commits over 2,070 Days - 0.05cph!

2 Years Ago
Add MaterialPropertyBlock, these are used for when you need to make batched render calls but preserve dynamic material properties.
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2 Years Ago
Only render screens in view
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2 Years Ago
Test custom canvas render item that allows fast rendering of items with material property blocks
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2 Years Ago
Fix linker error in standalone
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2 Years Ago
Render arcade sprites in a single canvas flush. Add TickInterval to entity.
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2 Years Ago
Cleanup
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2 Years Ago
Hook up cabinet provider to crt screen shader
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2 Years Ago
Fix provider material properties. Fix zero alpha pixels using wrong swatch.
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2 Years Ago
Implement graphics provider material
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2 Years Ago
Render draw list to render target
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2 Years Ago
Update render target on graphics provider render
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2 Years Ago
Add Canvas.DrawTileItem and Flush
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2 Years Ago
Bind OnCanvasRenderTargetUpdate and Canvas.
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2 Years Ago
Add arcade shaders. Add CanvasRenderTarget.
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2 Years Ago
Implement arcade texture provider
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2 Years Ago
Arcade games running with stubbed providers
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2 Years Ago
Add Arcade gameapi and block party game
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2 Years Ago
Add duration to animated textures, use sum of all gif frame delays for duration.
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2 Years Ago
Add imgui plugin Merge branch 'master' of github.com:Facepunch/SandboxGame Added internal tick to animated texture so they don't have to be updated manually
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2 Years Ago
Experimental pipe system for the map editor
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2 Years Ago
Update Citizen assets Made mipmap gen super fast. Merge branch 'master' of github.com:Facepunch/SandboxGame
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2 Years Ago
Support obj hotloading
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2 Years Ago
Don't create new skeleton on reload. Fixes animations breaking on reload.
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2 Years Ago
Add Asset Unload and PostReload. Unload skeletal meshes and reregister skinned mesh components.
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2 Years Ago
Handle restore background color gif disposal method
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2 Years Ago
Support gif delta frames
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2 Years Ago
Add import transform and collision settings to obj importer
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2 Years Ago
Add frame count to animated texture.
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2 Years Ago
Load all gif frames into animated texture
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2 Years Ago
Try loading first frame from gif into animated texture. Draw raw texture into render target instead of material.
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2 Years Ago
Add experimental wip animated texture asset. Add gif decoder and importer.
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2 Years Ago
Split obj model into mesh sections using usemtl
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2 Years Ago
Basic obj model loader
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2 Years Ago
Remove assimp loaders
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2 Years Ago
Auto generate physics asset for fbx skeletal models. Fix SkeletalModel.GetLocalVertex
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2 Years Ago
Don't print errors finding textures referenced in fbx
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2 Years Ago
Pass in fbx extract folder from managed. Wait until embedded textures are loaded before deleting the temp folder.
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2 Years Ago
Route fbx embedded textures to Game/Temp/.fbm and temporarily add it as a search path. Delete folder when finished. Add binds for FbxTexture and FbxFileTexture Get textures from fbx material
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2 Years Ago
Don't create anim tracks for every bone in fbx animation
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2 Years Ago
Fix animation loading in standalone builds so that not every bone needs an anim track (makes it easier for the user)
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2 Years Ago
Ensure min mip width and height is 1
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2 Years Ago
Fix vtf loading. Allow up to 1x1 mips to be loaded.
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2 Years Ago
Fix fbx animations in standalone build by ensuring all bones have ab anim track Merge branch 'master' of github.com:Facepunch/SandboxGame
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2 Years Ago
Keep Color32 and image data as rgba.
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2 Years Ago
Add Color to Color32 conversion with additional srgb conversion. Add Texture.SRGB property. Add GetSectionLightmapIndex to static meshes. Merge branch 'master' of github.com:Facepunch/SandboxGame Merge branch 'master' of github.com:Facepunch/SandboxGame Progress on switchable lightmaps. Merge branch 'master' of github.com:Facepunch/SandboxGame
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2 Years Ago
Add lightmap pages so additional lightmaps can be created when one gets full. Share lightmap pages between brush models. Removed old hl1 addon.
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2 Years Ago
Move lightmap encoding to native Merge branch 'master' of github.com:Facepunch/SandboxGame
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2 Years Ago
Fix compile errors in other addons using Lightmap.EncodeImage
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2 Years Ago
Add lightmap mask to only run encoding on pixels actually used in the lightmap (large lightmaps have to be allocated to make sure there's room, so that means large parts of the lightmap usually go unused)
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2 Years Ago
Add Lightmap.CalculateMinMaxColor util function, required for lightmap encoding.
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