1,728 Commits over 1,491 Days - 0.05cph!
Fix shadow list not being updated if we only update the number of shadows
Add rebuild time limit when we change only the text shadow too
Cache text bitmap for text shadows, don't rebuild all text if we are only updating shadows
Add rect Floor/Round/Ceiling operators
Temp resnap text subpixel position
Trigger D_SCISSOR combo when scissoring is to be done
Initial compute shader API
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Merge branch 'master' of sbox
Queue and set light cookie only when texture is loaded
Simplify and fix a lot of things on cookie system, set cookie when cookie value changes rather than on light creation, add persistant cookies
Initialize blank slice on the CPU side
Auto update cookies assigned to a rendertarget
Merge lightcookie stuff
Rewrite fog TAA to not be muddy anymore, fix ugly banding on volumetrics, reenable fog TAA
Lightcookie atlas on a compute shader
Merge branch 'master' of sbox
Fix dynamic shader reloading not working with engine shaders
Clean up a lot of the lightcookie API, get it to render
Lightcookie slice garbage collection
New LightCookie api on lightdesc
Stuff that used that old Lightcookie contract
Remove borders from box panel drawing routine
Move mixed shadow calculation to clientside, fix shadow drawing on cheap lights, add fade in to shadows
Make sunlight render without bounds
Force snap whole Rect when rendering text on 2D surface, fixes text looking muddy
Don't draw shadow rect if texture isn't ready yet
Update Text Shadow texture if style changed
Give extra padding for text shadow textures
Revert "New contract for Shadow struct"
This reverts commit eed1d6bb1d867d17e272b6cf05da9c27f79a5edb.
Use old interface for SetTextShadow and SetBoxShadow as it was redundant
Add Texture.Utils and move Mip generator to it
Compute text mipmaps if we have transformation
New contract for Shadow struct
Sum operator for Rect
New Text Shadow
Minor text shadow adjustments
Disable visual effects on new RenderScene, fix it for VR rendering too
Merge branch 'master' of sbox
Set VrFidelityConfigName to core instead of hlvr
Add wip CLightCookieManager, deprecate old light cookie methods
Bind Set/GetLightCookie
Add LightCookie property to spotlightentity
Cleanup
Iterating over lightcookies
Viewport wasn't properly init at that point
Temp fix for VR viewports being broken when moved
Fix VR spectator viewport being horribly broken
Fix crash when outside of VR
Reenable VR Multiview Instancing
Fix VR bloom
Fix VR viewport being cut off in ultrawide resolutions
Merge branch 'master' of sbox
Remove WaterSea from Water Scenelayer for now until I better rethink this API
Fix VR stretching when multiview instancing is enabled
Initial work so water works on multiview instancing
Flag UISceneSystem views as monitors so they don't render in stereo if VR is enabled
Make lightcookie a string rather than a stringtoken in lightcomponent
Remove D3D9 fallbacks in rendersystem
Initial ui batching shader
Initial ui batching shader
Remove deprecated SSAO crap that would assert on tools log
Fix 1px bleeding on mipped textures
Implement background-repeat
Fix corrupted textures on border-image
Fix gradient images bleeding
Clamp text rendering
Fix ghosting on text textures, optimize font smoothing as a combo
Improve text rendering quality and subpixel antialias
Fix typo that slipped through last commit
Make TextureLoader.Image public as well
Mipmap ImageLoader images from URLs as well
Make Sandbox.TextureLoader.Load public and allow decompressing procedural png/jpg
Merge branch 'master' of sbox
Generate mips from ImageLoader-created textures
Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low
Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not
Fix SkyAtmosphere, refactor base class
Merge branch 'master' of sbox
Fix text rendering artifacts
Fix cssbox leaking one pixel if a background image is set
Conic Gradient
Merge branch 'master' of sbox
Update sceneobject and entity c# flag enums to match changes from c++
Add Entity.EnableDrawOverWorld
Add global cubemap writing to buildcubemaps and set it as last cubemap, assign that to be used in the shader as the global cubemap
Merge branch 'master' of sbox
Add ReadSentence helper to Parser
Correct parsing on GetTokenUnderParenthesis, parse background image angle
Add BgAngle, refactor GradientGenerator, fix not being able to set rgba on gradients, add angle syntax for linear-gradient
Update gradient examples
Bind BgAngle to cssbox
Add rotation to cssbox shader
Fix shadow hotload and writing on new addon asset system
Add Simple Blendable shader and objects
background property is a shortcut to background-image, remove debug messages
Fix managed textures being all forced TSPEC_SUGGEST_CLAMPS/T flags
Linear gradients default vertical
initial work on linear-gradient and radial-gradient