E F R and GitHub
f7f6b74fd3
Graphics/Clyde: make Clearing RenderTargets optional ( #2302 )
2021-12-11 16:48:34 -08:00
Vera Aguilera Puerto
9133879bd3
Remove more IoCManager IEntityManager resolves
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Also adds convenience "Deleted" method to IEntityManager
2021-12-08 10:53:24 +01:00
Vera Aguilera Puerto
7a06db60cf
Inline UID
2021-12-03 15:53:10 +01:00
Vera Aguilera Puerto
94e6886a85
Inline Transform
2021-12-03 14:20:35 +01:00
Pieter-Jan Briers
0187e85700
Eye offset no longer offsets FOV.
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This means camera recoil in SS14 won't clip into walls.
2021-11-04 17:37:00 +01:00
metalgearsloth and GitHub
37c20723ab
Add WorldBounds as an arg for overlays ( #2190 )
2021-11-02 18:00:06 +01:00
metalgearsloth
476b5182f8
Fix y-sorting on rotated grids
2021-10-10 17:36:51 +11:00
Pieter-Jan Briers
39eb1a7d75
Clyde RenderOverlays now calls FlushRenderQueue.
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This fixes association of API calls with the correct debug groups, and reduces (error prone) boilerplate.
2021-10-09 18:20:37 +02:00
metalgearsloth and GitHub
aa3992255e
Use approximate bounds for sprite rendering ( #2052 )
2021-09-23 23:53:37 +10:00
Pieter-Jan Briers
831dd0e5bb
Flush render queue after WorldSpaceBelowFOV()
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Fixes FOV appearing below atmos in SS14.
2021-09-20 10:14:49 +02:00
metalgearsloth and GitHub
209eb5fea0
Fix 90% of grid rotation bugs ( #2003 )
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* View box2rotated
* Changes
* Stash someday
* Sync
* Grid rotation in a commit
* SIMD comment
* Minor TryFindGridAt optimisation
* More fixes
* Optimise rays a tad
* Reduce code duplication
* Fix anchoring
* More fixes woopsie
* Eye matching parent
* Centre of mass stuffsies
* Remove TODO
* Add TODO
* Revert anchor crash
* Fix master merge-in whoopsie
* Fixes
* Woops
* Fixed viewport transform
* Re-fix rendering
2021-09-16 12:59:16 +10:00
Pieter-Jan Briers
a7f85b53f8
Background color for UIRoot.
2021-08-30 02:14:22 +02:00
Pieter-Jan Briers and GitHub
cd3a7ef91e
ANGLE+DXGI experiment, window/GL init rewrite ( #1982 )
2021-08-30 01:35:07 +02:00
Pieter-Jan Briers
da26e86f5e
Merge branch 'robust-client-CEF'
2021-08-22 10:51:44 +02:00
Pieter-Jan Briers
d2a1815d7b
Allow GameControllerOptions to change the startup branding.
2021-08-22 10:43:41 +02:00
metalgearsloth and GitHub
1ad5122b5d
Fix y-sorting ( #1952 )
2021-08-18 17:49:54 +02:00
Visne and GitHub
5eee22b034
Make no rotation work when eye is rotated ( #1927 )
2021-08-12 13:12:02 +02:00
Visne and GitHub
96a098a0c2
Fix outline when eye is rotated ( #1929 )
2021-08-06 09:53:14 +02:00
Vera Aguilera Puerto and GitHub
52351e8b11
Clyde can now render multiple viewports with different maps. ( #1917 )
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* Clyde can now render multiple viewports with different maps.
* remove todo comment
https://tenor.com/view/emoji-disintergrating-meme-emoji-disintegrating-meme-gif-21239978
* Fix tests
2021-08-03 13:24:11 +10:00
metalgearsloth and GitHub
d02d186a2f
Fix light pop-in 2 ( #1798 )
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* Fix light pop-in
Doh
* Uniqueness
* Refactor to be less bad
* Better perf
* Fix perf problems
* Hide debug commands under preprocessor
Can't imagine anyone using this during live-game.
* CVars
2021-06-29 22:29:47 +10:00
metalgearsloth and GitHub
22cfee4f01
Don't store non-visible / occluded sprites in rendertree ( #1805 )
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Sister commit to the point-light one.
2021-06-09 01:33:24 +02:00
Pieter-Jan Briers and GitHub
8efffc471d
Multi-window support ( #1713 )
2021-05-02 14:05:50 +02:00
Pieter-Jan Briers
8fd98c75a9
Fix finalizer stutter from post-process shaders.
2021-05-02 11:23:48 +02:00
c4946b8466
Viewport Improvements ( #1528 )
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Co-authored-by: 20kdc <asdd2808@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2021-04-19 09:47:20 +02:00
metalgearsloth and GitHub
6cf5fdc5d6
Grid-trees for rendering ( #1666 )
2021-04-02 20:25:16 +11:00
Pieter-Jan Briers
8d82f48a8f
Various GLES fixes.
2021-03-11 13:06:30 +01:00
33a6934582
Large number of changes to Shaders and Overlays ( #1387 )
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* AAAAAAAAAAAAA
* Organization
* Still doesnt work
* Formatting
* It works!!
* More changes to everything
* Beginning of changes to overlays
* Makes the overlay manager GUID based (also it was very messy, still messy but i fixed some of it)
* Stencils are easy
* Questionable changes to overlays
* Minor change to HLR
* Fixed duplicate overlays when calling some commands (Like showbb)
* Fixes misleading message
* Adds a variety of worldspaces for overlays to choose from
* Caching
* Address reviews
* Merging pains
* ah.
* ahhhhh
* minor overlaymanager changes
* Work
* fix
* Merge??
* Fixes null errors
* Force update
* Delete whatever the fuck this is?
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2021-03-09 01:52:16 -08:00
393c15c44a
Post shader will use real sprite bounding box ( #1536 )
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Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2021-02-23 22:54:48 +01:00
Acruid and GitHub
de0bd1887f
Sprite Rendering Bugfixes ( #1551 )
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* Added documentation to Clyde on the sprite rendering calls.
* Added a rotation debug entity.
* Non-directional RSIs and raw textures are now rotated properly.
* Directional RSIs and Sprite Smoothing work.
* Remove the Directional flag usages.
* Supports layers with different numbers of directions.
* Fixes window rendering.
2021-02-20 11:06:08 -08:00
Acruid and GitHub
2183cd7ca1
Massive Namespace Cleanup ( #1544 )
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* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00
Paul Ritter and GitHub
f42c1379e0
Revert "Viewport improvements. ( #1510 )" ( #1527 )
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This reverts commit fc5e3ab69d .
2021-02-03 12:25:12 +01:00
fc5e3ab69d
Viewport improvements. ( #1510 )
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* Remove the main viewport.
* Re-add main viewport in a different place
* Move screen/map translation into ViewportContainer
* Support for viewport resolution
* Fix postfx, add WorldToScreen to Viewport
* Remove useless cast
* Some cleanup.
* Fix incorrect worldBounds when rendering viewports
* nullability
Co-authored-by: 20kdc <asdd2808@gmail.com >
2021-01-29 12:45:04 +01:00
b8e5b47e7a
Use 'new' expression in places where the type is evident for the engine ( #1415 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-11-26 00:16:55 +01:00
Pieter-Jan Briers
5dc15b90c6
Optimize some allocations.
2020-11-11 01:30:09 +01:00
ab4be1a3c3
(Attempt to) draw world overlays inbetween entities ( #1335 )
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Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-11-01 23:25:50 +01:00
20kdc and GitHub
4f6a4c8a28
Lighting: Polar Coordinates fix: Sparkle-Be-Gone ( #1345 )
2020-10-24 15:51:17 +02:00
Pieter-Jan Briers
e2b97d3eac
Fix viewports getting cleared to #fff0 instead of #0000 .
2020-10-09 15:06:24 +02:00
Pieter-Jan Briers
d134f31d66
Re-implement DynamicTree<T> on top of B2DynamicTree<T>.
2020-09-24 11:51:50 +02:00
Acruid
a5125a0561
Allows Overlays to draw to multiple spaces on the screen.
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Removed Overlay.Shader property, you need to manage the field yourself and apply the shader before you draw.
Made all overlays compatible with the new changes.
2020-07-31 14:00:12 -07:00
Pieter-Jan Briers
6e35b37e0f
Fix stretching bugs on odd viewport sizes.
2020-07-21 00:59:52 +02:00
Pieter-Jan Briers
00674d5624
Clean Clyde state at start of frame to make it more robust.
2020-07-18 23:10:32 +02:00
Pieter-Jan Briers
42b6ee9740
Fix BeforeUI screenshots.
2020-07-18 16:10:40 +02:00
Pieter-Jan Briers
abdc5418e2
Clyde object resource management.
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Objects now use IDisposable().
Finalizers.
2020-07-18 16:01:24 +02:00
Pieter-Jan Briers
855e548651
Refactor Clyde internals so multiple viewports is possible.
2020-07-16 16:00:31 +02:00
Pieter-Jan Briers
9e7b50a12e
Fix nullability.
2020-07-13 16:29:03 +02:00
Pieter-Jan Briers
b7e224a56f
Moving a ton of rendering code around and it somehow still works somewhat.
2020-07-13 16:27:43 +02:00
Pieter-Jan Briers
bd699eeb57
Removed _queuedSpace from Clyde internals.
2020-07-12 19:14:29 +02:00
Pieter-Jan Briers
daa5a34413
Guess we're doing render trees for lights and occluders aswell.
2020-06-29 20:23:08 +02:00
Pieter-Jan Briers
16b4262486
Remove dead code.
2020-06-29 16:19:11 +02:00
Pieter-Jan Briers
b72b0e5984
Use a DynamicTree for sprite finding.
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Significantly improves client CPU usage.
2020-06-29 16:18:11 +02:00