cosmonaut
52c4fa26c7
working on thread safety
2023-03-03 18:12:50 -08:00
cosmonaut
f70caa1a42
audio interpolation support + audio threading
2023-03-03 15:20:26 -08:00
cosmonaut
040bf1c184
rewrite Easings class
2023-03-03 15:19:41 -08:00
cosmonaut
f891586801
change AudioDevice to run on a background thread
2023-03-03 10:55:58 -08:00
cosmonaut
f8b14ea94f
add ReverbEffect
2023-03-01 17:47:09 -08:00
cosmonaut
472da0edd2
add Hidden property to Mouse
2023-03-01 13:47:25 -08:00
cosmonaut
bd825b6c91
allow pushing raw uniform data
2023-02-23 16:59:34 -08:00
cosmonaut
515c2ebbca
fix controller double open
2023-02-23 16:59:19 -08:00
cosmonaut
86322e9373
log controller open errors
2023-02-21 16:00:16 -08:00
cosmonaut
e9aacb44da
Add synchronized audio playback mechanism
2023-02-16 15:12:35 -08:00
cosmonaut
5baa1d7b40
Fix video shader base path lookup
2023-02-08 12:44:36 -08:00
cosmonaut
f673803c37
FAudio 23.02
2023-02-07 12:31:37 -08:00
cosmonaut
0f78cd1a0c
Refresh 1.11.0
2023-02-07 12:28:52 -08:00
cosmonaut
36ce74b58a
tweak video shader filenames
2023-02-03 15:07:32 -08:00
cosmonaut
40d12357c0
Remove MoonWorks.Collision ( #46 )
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After months of tweaking and refactoring I have realized that collision is like rendering - it's so fundamental to the structure of your game that making broad decisions about how it should work from a library level is too restrictive and difficult to optimize. Anyone skilled enough to use MoonWorks should be easily able to roll their own collision detection.
Reviewed-on: #46
2023-02-03 19:51:36 +00:00
evan
e52fe60657
update RefreshCS
2023-01-31 12:29:17 -08:00
TheSpydog
b39526ca90
Textures now have a sample count, not render passes ( #45 )
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Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #45
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-31 20:27:26 +00:00
TheSpydog
88d9119830
Remove warning from DrawInstancedPrimitives doc comment ( #44 )
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Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #44
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-24 00:14:46 +00:00
TheSpydog
05de9a4066
Make video shaders optional and search for them in the root output directory ( #42 )
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Whenever the video shaders change, they can be rebuilt with refreshc and distributed alongside the moonlibs.
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #42
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-21 23:37:01 +00:00
TheSpydog
b1d30a9e6c
Remove isFixed param from AcquireCommandBuffer call ( #41 )
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Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #41
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-14 18:04:53 +00:00
TheSpydog
030745361b
Fix BC7 loading for textures without DDSD_CAPS/FMT ( #40 )
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Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #40
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-07 01:46:59 +00:00
cosmonaut
c43df10c2a
vertex binding API improvements
2023-01-05 13:41:48 -08:00
cosmonaut
95981f0f03
rework vertex input state creation to avoid reflection
2023-01-04 17:34:01 -08:00
cosmonaut
703b694bf6
Refresh 1.10.0
2023-01-04 11:35:31 -08:00
cosmonaut
fe561b61ef
update libs
2023-01-04 11:34:54 -08:00
TheSpydog
230c1b41b4
Add IndirectDrawCommand struct ( #39 )
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Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #39
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-04 18:44:56 +00:00
cosmonaut
1fb3e5adf0
update RefreshCS
2022-12-28 19:24:08 -08:00
TheSpydog
6f8858c8b7
RasterizerState / BlendFactor ABI break ( #38 )
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Updates the APIs to match [this Refresh PR](MoonsideGames/Refresh#27 ).
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #38
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-12-29 03:22:47 +00:00
TheSpydog
f96298f991
Add validation checks for AcquireSwapchainTexture and BindVertexBuffers ( #37 )
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This replaces the Refresh-side check for window claim status in AcquireSwapchainTexture, and adds validation to ensure that BindVertexBuffers is not called before BindGraphicsPipeline.
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #37
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-12-29 03:18:36 +00:00
cosmonaut
d76633bdfc
change sizeof calls to Marshal.SizeOf in interop situations
2022-12-13 19:01:40 -08:00
cosmonaut
debb76f62a
validate scissor dimensions
2022-12-13 16:09:32 -08:00
cosmonaut
ca61e94b13
optimize mouse update
2022-12-13 15:13:43 -08:00
cosmonaut
36e6c6f332
optimize AcquireSwapchainTexture
2022-12-13 00:52:35 -08:00
cosmonaut
916962da6c
garbage collection optimizations
2022-12-13 00:34:16 -08:00
cosmonaut
cfd52b00bd
add FIXME note for spatial hash boxing
2022-12-08 13:29:04 -08:00
cosmonaut
b0e1ad3cf8
add note about disposing swapchain texture
2022-12-01 13:20:11 -08:00
cosmonaut
2c4e1b972a
.NET 7
2022-11-30 10:01:09 -08:00
cosmonaut
751b8310ce
Fix crash when no audio device found
2022-11-30 09:43:49 -08:00
cosmonaut
474b8fe37d
only check depth format if there is a depth attachment
2022-11-29 13:06:03 -08:00
cosmonaut
bc41d2c079
add IsIdle and IsUp to Keyboard
2022-11-28 10:19:03 -08:00
cosmonaut
d5ddd44bd3
add IsIdle and IsUp to VirtualButton
2022-11-28 00:48:48 -08:00
cosmonaut
de9d13757a
distinguish between idle and released on buttons
2022-11-27 12:41:09 -08:00
cosmonaut
ca9fb45536
fix spacing
2022-11-18 10:34:32 -08:00
cosmonaut
faf81bceed
add support for mouse X1 and X2 buttons ( #36 )
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Reviewed-on: #36
2022-11-18 18:33:15 +00:00
cosmonaut
fa992652b1
fix mouse button updating twice
2022-11-17 18:16:26 -08:00
marpe
c4bae77408
Fix infinite recursion on certain Easing functions
2022-11-17 14:40:24 -08:00
cosmonaut
ecf1a8ed55
Optimize CommandBuffer ( #35 )
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- remove params methods in favor of overloads and last-resort `in Span<T>` overloads
- add `in` to params that take structs to reduce unnecessary copying
- Buffer can now implicitly cast to BufferBinding
- add render pass / graphics pipeline format match validation
Reviewed-on: #35
2022-11-17 20:35:21 +00:00
cosmonaut
970517c3c2
add window size change callback support
2022-11-15 22:53:37 -08:00
cosmonaut
f3c5bbf902
rename BorderlessWindow to BorderlessFullscreen
2022-11-15 22:49:07 -08:00
cosmonaut
02b20f79f5
allow sampler binding calls to take array segment
2022-11-15 17:53:30 -08:00