0a4c0d9cdd
Cache PostShader render targets in Clyde ( #6657 )
...
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2026-08-01 20:16:41 +10:00
metalgearsloth and GitHub
7f21c749b0
Add multiple post-shader support ( #6817 )
2026-08-01 16:56:24 +10:00
metalgearsloth and GitHub
bc55ae00d6
Box2 + Box2Rotated performance and fixes ( #6668 )
2026-08-01 15:30:41 +10:00
rebaserHEAD and GitHub
7089bd7a69
Tracy: Add entity rendering profiling zones ( #6714 )
2026-07-18 13:08:04 +10:00
f95a16cf2e
Always clean up render handle state after overlay draws ( #6508 )
...
* Always clean up render handle state after overlay draws
* i just forgot to commit that part i guess
---------
Co-authored-by: mirrorcult <mirrorcult@pm.me >
2026-05-05 12:44:42 +02:00
Richard Van Tassel and GitHub
93d14d55c7
Let viewport clear when eye is missing ( #6379 )
...
* Adds option to viewport to allow render target clearing if eye is missing
* on->when and add to IClydeViewport
* add to ClydeHeadless
2026-01-18 21:17:31 +01:00
e49515956a
Add a basic loading screen! ( #6003 )
...
* Added basic loading screen
* Make it look better!
* I forgor xD
* Fix test fails
* Add comment
* Removed unused import
* Only write to file if the number of sections changed
* Servers can now have their own settings
* Minor optionzation and rare colors
* Remove some of the cvars
* debug only loading messages
* Added a few more steps
* Only one section at a time
* nullable section name
* Lock out functions if finished
* Get rid of saving the ccvar
* Cleanup
* Forgot!
* A few tweaks
* Disable vsync
* remove colors
* remove outdated vsync functions
* Silly me xD
* What I get for trying to be clever... ;(
* Better seconds display
* Simplify drawing logic + it looks better
* Type does not need to be partial
* Make interface to expose to content
* Use correct define to gate showing debug info
Should be TOOLS instead of DEBUG
* Use appropriate exception type in BeginLoadingSection
* Fix exception when closing window during loading screen
Would try to stop the main loop before it exists.
* Rename CVars, put debug info behind CVar instead of conditional compilation.
* Add to RELEASE-NOTES.md
* Add UI scaling support
* Make ILoadingScreenManager fully internal
Didn't realize content can't touch it as it'd break the total amount of sections
* Don't re-enable vsync manually, GameController does it at the end of init
* Add command to show top load time usage.
* Improve verbosity of debug time tracking
More steps and some steps named better
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com >
2025-10-30 00:38:59 +01:00
PJB3005
60d26be139
Add devwindow tab listing render targets
...
Copy TableContainer from content into engine. It's internal though.
Add various stuff to Clyde to allow the UI to access it. Includes a new IClydeInternal.RenderNow() which seems to not completely explode in my face.
2025-09-13 01:21:22 +02:00
15d5b9aa02
Move parts of SpriteComponent to SpriteSystem ( #5602 )
...
* Partial sprite component ECS
* release notes
* tests
* Why
* SetSnapCardinals
* NoRotation
* DirectionOverride
* This is why I love distinct overrides that take in object
* LayerSetData
* ISerializationHooks continue to haunt me
* Relocate SetShader
* LayerSetSprite
* LayerSetTexture
* yipeeeee
* LayerSetRsi
* Remove GetFallbackState
* LayerSet Scale,Rotation,Color,Visible
* Fix LayerSetRsi
* LayerSetOffset
* LayerSetDirOffset
* Add overrides that take in a Layer
* LayerSetAnimationTime
* LayerSetRenderingStrategy
* Reduce Resolves, Add Layer.Index
* Access
* Try fix NREs
* Asserts
* LayerGetState
* Cleanup
* Merge helper partial classes
* partial rendering
* GetLayerDirectionCount
* Cache local bounds
* RenderLayer
* RefreshCachedState
* RoundToCardinalAngle
* Fix the pr
* Fix debug assert
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com >
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2025-05-10 21:56:53 +10:00
Leon Friedrich and GitHub
4987c324d9
Fix bad debug assert ( #5826 )
2025-04-13 20:50:46 +10:00
Leon Friedrich and GitHub
2e0735b92f
Fix NRE in screen-space overlays ( #5823 )
...
* Fix pre-init screen-space overlays
* Debug asserts
2025-04-13 16:21:02 +10:00
metalgearsloth and GitHub
2ee7c35fd3
Don't throw on invalid MapUids for overlays ( #5740 )
2025-03-12 20:16:13 +11:00
metalgearsloth and GitHub
ea1cc5e446
Planet lighting pre-reqs ( #5490 )
...
* Add another lookup overload
* Fix RenderInRenderTarget
See the linked issue for what happens.
* Also this one
* stuff
* Fix stencilling
* fixes
* mix blend
* fix
* blur fixes
* Tile flag
* Minor tweak
* Fixes
* Render state fixes
* Fixes
* Fix stupidity
* More state render bug fixes
* MapUid on overlay draw
* Remove blur comment
* Fixes
* Fixes
* Remove
* Engine vibe
2025-02-16 19:29:32 +11:00
acc7bf7595
Add support for overlays to draw controls ( #5223 )
...
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com >
2025-01-29 22:48:11 +11:00
Tornado Tech and GitHub
2a882b5555
Moved Overlay sorting to OverlayManager ( #5614 )
...
* Moved Overlay sorting to OverlayManager
* Changed Add to AddRange
2025-01-17 17:47:13 +01:00
Pieter-Jan Briers
cf230b3454
Warning fixes centered around Clyde
...
Pulling entity systems into direct fields in Clyde to make it now painful. This required adding an event to ClientEntityManager when these become available, as they are only available when the client is in a server/single player.
2024-07-23 17:49:56 +02:00
Pieter-Jan Briers and GitHub
05cdb99252
Warning fixes around IMapManager.GetMapEntityId ( #5298 )
...
* Add MapSystem.GetMapOrInvalid
This is effectively the same exact behavior as IMapManager.GetMapEntityId. Adding this so I don't have to consider whether warning fixes using MapSystem.GetMap() instead would change behavior.
* Warning fixes around IMapManager.GetMapEntityId
* Fix tests
2024-07-13 15:27:32 +10:00
eoineoineoin and GitHub
56c30edf04
Replace Matrix3 with System.Numerics.Matrix3x2 ( #5078 )
...
* Delete Matrix3. Replace with System.Numerics.Matrix3x2
* Feedback
* release notes
2024-06-02 14:08:47 +10:00
Leon Friedrich and GitHub
85f74c3ba3
Fix GetWorldViewbounds() and GetWorldViewport() ( #5060 )
...
* Fix GetWorldViewbounds() and GetWorldViewport()
* Remove some uses of `CurrentMap` and `CurrentEye`
2024-05-19 10:47:04 +10:00
Leon Friedrich and GitHub
d5c4981648
Partial MapManager refactor ( #5042 )
...
* MapManager rejig
* Update Tests
* A
2024-04-18 14:05:02 +10:00
Pieter-Jan Briers
958b5dd06d
Fix MapComponent.LightingEnabled funky FOV.
...
There's two separate bool checks, one wasn't turned off, meaning the FOV kept being rendered but not updated.
2024-03-29 16:54:27 +01:00
metalgearsloth and GitHub
04b6d60d76
Fix TileEdgeOverlay drawing over grids ( #4698 )
2023-12-12 20:13:20 +11:00
Leon Friedrich and GitHub
ceb205ad52
Allow per-eye lighting toggling. ( #4569 )
2023-11-13 05:30:00 +11:00
DrSmugleaf and GitHub
b737ecf9b3
Add generic EntityUid, remove some usages of .Owner ( #4498 )
2023-10-19 12:23:48 -07:00
metalgearsloth and GitHub
c4d6690a71
Remove SharedEyeComponent ( #4309 )
2023-09-11 16:15:08 +10:00
metalgearsloth and GitHub
7d1ad527d9
Replace Robust Vector2 with System.Numerics ( #4092 )
2023-07-08 14:08:26 +10:00
Leon Friedrich and GitHub
5d9d47a2a5
Fix screen overlay bug ( #4010 )
2023-05-07 09:39:16 +10:00
Leon Friedrich and GitHub
4a65111dda
Make screen-space overlays use BeforeDraw() ( #3997 )
2023-05-02 10:36:20 +10:00
Leon Friedrich and GitHub
4c282b00d1
Fix error placement overlay error + add overlay exception tolerance ( #3980 )
2023-04-30 03:44:42 +10:00
Leon Friedrich and GitHub
d52cbca984
Fix multi viewport sprite update ( #3773 )
2023-02-14 00:21:52 +11:00
Leon Friedrich and GitHub
10dea3f3a3
Modify light rendering cvars ( #3765 )
2023-02-13 03:51:45 +11:00
27e0c22fe2
Somewhat improve sprite processing ( #3587 )
...
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com >
2022-12-26 10:48:08 +11:00
metalgearsloth and GitHub
f13a066bdd
Use static lambdas for sprites / lights ( #3335 )
2022-10-27 13:52:04 +11:00
Leon Friedrich and GitHub
a67b22cce8
Add get-matrix functions to IViewportControl ( #3264 )
2022-09-21 20:42:17 +10:00
Pieter-Jan Briers
49631867f4
Fix sRGB conversion in WindowRoot background color.
2022-08-15 16:51:23 +02:00
Leon Friedrich and GitHub
fc10adfb03
Fix a WorldSpaceEntities overlay bug ( #3074 )
2022-07-24 19:10:07 -07:00
Leon Friedrich and GitHub
7a81c7f64a
Misc Shader changes ( #2974 )
2022-07-19 00:32:58 +02:00
Leon Friedrich and GitHub
b8cb9e6b1d
Add Overlay.BeforeDraw() ( #2958 )
2022-06-20 06:28:09 +10:00
Leon Friedrich and GitHub
2bdea420ae
Misc rendering changes ( #2948 )
...
* Misc rendering changes
* More tiny changes
2022-06-14 19:24:27 +10:00
Leon Friedrich and GitHub
386b0bc232
Cache TransformComponent in trees ( #2904 )
...
* Cache TransformComponent in trees
* add deleted check.
2022-06-05 00:25:00 +02:00
Leon Friedrich and GitHub
e32ee1a58e
Reuse post-shader render target ( #2882 )
2022-05-29 01:02:19 +02:00
Leon Friedrich and GitHub
6a86fcdeeb
Fix WorldSpace overlay drawing ( #2878 )
2022-05-28 14:52:01 +02:00
Leon Friedrich and GitHub
52ffb97369
Change overlay screen texture wrapping ( #2749 )
2022-05-15 13:20:52 +10:00
41e9d9b08b
Client profiling system ( #2783 )
...
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2022-05-14 15:08:46 +10:00
metalgearsloth and GitHub
09fd47c421
Don't store contained entities on entitylookup ( #2662 )
2022-04-06 19:31:34 +10:00
metalgearsloth and GitHub
eac536cffe
overlay allocs ( #2642 )
2022-03-26 12:48:11 +01:00
58defed1d2
Fix InteractionOutline 2: Electric boogaloo ( #2511 )
...
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2022-02-16 18:32:40 +11:00
metalgearsloth
f9573530a8
Nuke entitylookup to get it merged
2022-01-31 17:30:53 +11:00
Pieter-Jan Briers
ae77ee3df4
Remove SS14 logo/icon/splash/window title branding. Make it all configurable with manifest.yml
2021-12-30 17:22:21 +01:00
Pieter-Jan Briers
9896697919
Viewports have configurable clear color, default to black.
2021-12-29 20:11:08 +01:00