| Copyright header update and minor tweaks |
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almost 2 years ago
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| Doc pass and some cleanup on binary/json serializers. Added much desired Equals(XYZW) type methods that take individual components. |
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about 2 years ago
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| Added an explicit uint conversion operator to Color/ColorBGRA and a new quaternion method to get the rotation defined by a from/to vector. |
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over 2 years ago
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| Doc / nullable pass |
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over 2 years ago
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| Fixed window already maximized with FS borderless. Factored out logic/state into a resuable state holder. |
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over 2 years ago
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| Factored IsFullScreen into a new WindowMode enum that allows for more modern FullScreenBorderless capability. Tesla.Windows is now nullable enabled. IsFullScreen will be true for both FS modes, but now is read-only while setting windowed/FS will go through the enum property. |
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over 2 years ago
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| Added method to get if input devices want focus rom the Gui system and changed AppGui.HasMouse/HasKeyboardFocus to not rely on the key/mouse systems. |
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over 2 years ago
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| New HLSL Compiler and shader library content classes. Eventually this will replace the current effect implementation. ShaderData will be the new TEFX format and will replace EffectData. WIP until the runtime implementation is finished. |
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over 2 years ago
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| By default, ensure all projects expose internals to the test project. |
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over 2 years ago
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| TextureCubeArray had mip and array counts swapped. |
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over 2 years ago
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| Texture arrays with more than 1 subresource is no longer valid to create. Fixed some inconsistencies with missing overrides in texture array subclasses. |
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over 2 years ago
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| Added ReadStringArrayOrDefault IPrimitiveReader extensions |
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over 2 years ago
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| Fixed issues in D3D11DepthStencilBufferWrapper for certain formats when want to use depth buffer as a shader resource. MSAA inconsistently init'ed depending on the ctor. |
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over 2 years ago
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| Tweaked ctor of json/binary savable readers to allow for a null service provider. If one is not provided, falls back to an empty no-op service provider. |
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over 2 years ago
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| Resolved ambiguity |
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over 2 years ago
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| Added span AddRange methods to IRefList. |
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over 2 years ago
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| Not sure why this dependency was in tesla.dll |
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over 2 years ago
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| Added missing readonly on getters |
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over 2 years ago
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| ComputedParameter now uses Random.Shared by default, allows for setting a speciic Random instance |
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over 2 years ago
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| QOL improvements to Platforms, returns the concrete implementation of IPlatformInitializer and made it easier to add additional services to it once created from the the various precanned templates. Also fixed the descriptor for ImGui |
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over 2 years ago
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| QOL improvements to TeslaContentException errors |
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over 2 years ago
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| Added new lightweight string tokenizer that allows for flexible parsing of scripts |
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over 2 years ago
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| Copy pasta error |
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over 2 years ago
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| Missing doc summary |
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over 2 years ago
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| Added a new render state cache (provided by the default renderstate provider) property on the IRenderSystem. Using it in a few places, removed old mechanisms to cache samplers/renderstates for materials and effect loading. |
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almost 3 years ago
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| Added new "BatchBuffer" implementation that generalizes the Discard-NoOverwrite update pattern to a vertex/index buffer (or any GPU IBufferResource). Using it in the ImGui system first. |
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almost 3 years ago
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| Moved commented out code to it's own ImGuiEx command. For now, use a specialized PopFont if want to change the font of a window header (fixes an unresolved bug in imgui). |
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almost 3 years ago
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| Exposed texture premultiply alpha arg in interface |
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almost 3 years ago
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| Fixed up font content links |
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almost 3 years ago
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| Reworked ImGui fonts completely - adopted SkiaSharp to load fonts (removed previous attempt at font loading) and now managing the generating of font bitmaps ourselves, and piggy backing off imgui's atlas generation (ported their skyline atlas generation to C# for future use cases). We still can use Imgui's font rendering if a font is marked as "embedded" (e.g. the default font, which still looks best if they manage that) but the bitmaps are pulled out and later added as custom rects like the fonts we draw ourselves. The cursor/line bitmaps get carried over from imgui. |
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almost 3 years ago
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