8,596 Commits over 3,256 Days - 0.11cph!
Automated Linux Build #350
Automated Linux DS Build #349
Automated Windows Build #349
Automated Linux Build #349
Stopped creaton of some ConVarRefs every frame
Fix deadlocks in CMatQueuedRenderContext::ReadPixels, CMatQueuedRenderContext::ReadPixelsAndStretch, CMatQueuedRenderContext::GMOD_FlushQueue
Render queue now flushes when almost full
Disabled EnableThreadedMaterialVarAccess (useless with queued IMaterialVars)
Automated Linux DS Build #348
Automated Windows Build #348
Automated Linux DS Build #347
Automated Windows Build #347
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Automated Linux DS Build #346
Automated Windows Build #346
Automated Linux Build #346
Merge /mcore
Ignore value of mat_requires_rt_alloc_first in first call to EndRenderTargetAllocation
Automated Linux DS Build #345
Automated Windows Build #345
Automated Linux DS Build #344
Updated localization files
Automated Windows Build #344
Automated Linux Build #344
Fixed rare use of stale ILuaInterface pointer in C_BaseEntity::RestoreLuaEntityTable (Engine Error: GetLuaTable != TABLE!)
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint
GitSync - TTT changes + DListView/DPropertySheet update
Allow mathematical matproxies to execute & override entity alpha/color modulation during queued rendering
Automated Linux DS Build #343
Automated Windows Build #343
Automated Linux Build #343
* Added reload_legacy_addons console command
Use queued IMaterialVar for all engine code rather than just Lua userdata - fixes matproxies with multicore rendering
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render.PushFilterMag/render.PushFilterMin now work with queued rendering
Swapped behaviour of render.PushFilterMag/render.PushFilterMin to do the right things
Automated Linux DS Build #342
Automated Windows Build #342
Automated Linux Build #342
Disable queued decals & post-processing
CMaterialSystem::AllowThreading changes from upstream
Added actual error messages to CMatQueuedRenderContext::AllocVertices/CMatQueuedRenderContext::AllocIndices
CMaterialSystem::GMOD_FlushQueue only finishes current render job when necessary rather than every call (makes render.RenderView not super slow)
Use render queue for Lua IMaterial setters/getters
Fixed deadlock in render.RenderView
Increased size of render queue and added error message when it runs out of memory
Don't queue SetupBones calls for entities with a BuildBonePositions callback or bone manipulator
Mark some unused thread-related ConVars as hidden