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4,012 Commits over 1,461 Days - 0.11cph!

1 Year Ago
Adjust frame queue size, using way too much memory
1 Year Ago
Read packets, decode audio and video in separate threads, sync video to external clock Allow videos to repeat or not
1 Year Ago
Break out of audio and video threads when there's no more packets to read
1 Year Ago
Try to keep video in sync
1 Year Ago
Free audio output on video stop
1 Year Ago
video -> videosystem
1 Year Ago
Get rid of video64.dll usage, we're in control now
1 Year Ago
Attempt to decode audio but doesn't sync yet
1 Year Ago
Take off decoding time from sleep time
1 Year Ago
Test video decoding in a threaded job Stop decoding and wait till job has finished when video stops
1 Year Ago
Initial support for playing video Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries Initial support for audio playback Get rid of event wait shit for audio, ExecuteOnMainThread handles this Support seeking Fix streaming from url not working Init, shutdown and run frame for video playback in a service so we don't have to do it manually Give video player the managed object so we can call back to it Tell managed when texture has been created, we don't know until first frame has been decoded Bind all the functions of video player Pass video events down to managed Add Duration and CurrentPlaybackTime Documentation Call OnTextureCreated after new texture has been rendered to Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches) Start allowing video audio stream to attach to sound events to change how audio is played Allow audio stream to be attached to multiple sound events Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards) Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound Add more properties to video player Turns out sound stream can't have multiple sound sources, at least for now Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4 Remove ui test that doesn't exist Remove libogg, libvorbis, libpvx, all unused Add ffmpeg to thirdparty video.vpc Force push ffmpeg dlls video app system bullshit Force push ffmpeg libs Test reading a single frame directly with ffmpeg network init on video system init
1 Year Ago
network init on video system init
1 Year Ago
Test reading a single frame directly with ffmpeg
1 Year Ago
Force push ffmpeg libs
1 Year Ago
video app system bullshit
1 Year Ago
video.vpc Force push ffmpeg dlls
1 Year Ago
Add ffmpeg to thirdparty
1 Year Ago
Remove libogg, libvorbis, libpvx, all unused
1 Year Ago
Initial support for playing video Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries Initial support for audio playback Get rid of event wait shit for audio, ExecuteOnMainThread handles this Support seeking Fix streaming from url not working Init, shutdown and run frame for video playback in a service so we don't have to do it manually Give video player the managed object so we can call back to it Tell managed when texture has been created, we don't know until first frame has been decoded Bind all the functions of video player Pass video events down to managed Add Duration and CurrentPlaybackTime Documentation Call OnTextureCreated after new texture has been rendered to Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches) Start allowing video audio stream to attach to sound events to change how audio is played Allow audio stream to be attached to multiple sound events Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards) Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound Add more properties to video player Turns out sound stream can't have multiple sound sources, at least for now Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4
1 Year Ago
Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4
1 Year Ago
Turns out sound stream can't have multiple sound sources, at least for now
1 Year Ago
Add more properties to video player
1 Year Ago
Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound
1 Year Ago
Allow audio stream to be attached to multiple sound events Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards) Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources
1 Year Ago
Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches) Start allowing video audio stream to attach to sound events to change how audio is played
1 Year Ago
Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream
1 Year Ago
Documentation Call OnTextureCreated after new texture has been rendered to
1 Year Ago
Bind all the functions of video player Pass video events down to managed Add Duration and CurrentPlaybackTime
1 Year Ago
Tell managed when texture has been created, we don't know until first frame has been decoded
1 Year Ago
Give video player the managed object so we can call back to it
1 Year Ago
Init, shutdown and run frame for video playback in a service so we don't have to do it manually
1 Year Ago
Fix streaming from url not working
1 Year Ago
Support seeking
1 Year Ago
Get rid of event wait shit for audio, ExecuteOnMainThread handles this
1 Year Ago
Initial support for audio playback
1 Year Ago
Range check Model.GetMaterials, Add Model.Materials to iterate through all mesh materials
1 Year Ago
Add Model.GetMaterialGroupIndex and Model.GetMaterials (from group index or name)
1 Year Ago
ShaderGraph: Fix formatting on generated code
1 Year Ago
Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries
1 Year Ago
Initial support for playing video
1 Year Ago
ShaderGraph: Move graph serialization to it's own file ShaderGraph: Refactor codegen to keep it self contained in the compiler
1 Year Ago
ShaderGraph: Give pastes an ident so people know what it is
1 Year Ago
ShaderGraph: Copy pastes now use a gzip with base64 to make them easier to paste to people
1 Year Ago
ShaderGraph: Refactor NodeResult
1 Year Ago
Allow underscores in parameter names Refactor writing parameter options Add bool IsAttribute to Parameter and Texture nodes If true, `Attribute( "name" )` option will be added Don't include UI options in generated code when using attributes (attributes don't show in the UI anyway)
1 Year Ago
Don't include UI options in generated code when using attributes (attributes don't show in the UI anyway)
1 Year Ago
ShaderGraph: Fix vec2, vec3 and Color components compiling as constants
1 Year Ago
ShaderGraph: Add object space position node (i.vPositionOs from vertex input)
1 Year Ago
Add BBox Rotate and Transform because I'm always needing it
1 Year Ago
Create trace data for procedural meshes Fix back of stairs primitive builder