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* Depth of field rewrite with tile classification, indirect dispatches, remove focal range (bullshit) * Clear Vertical/Diagonal DoF blurs across passes so we dont have artifacts from previous one across tile boundaries * Dont waste more memory than we need for tiles * Command list texture clears were being deferred to it's own context, do it on the same context immediately * Do DoF after viewmodel & AfterViewmodel hook actually runs after viewmodel * Since we precalculate the DoF max range per tile we dont really need this weird logic for optimization * Fix shitty 1px line for dof when it intersects geometry https://files.facepunch.com/sampavlovic/1b1411b1/sbox-dev_3p4zfSfTDx.mp4 * update shaders * Readd focus range but make it almost as far as FarZ by default * format * Adjust tests for new behaviour for DoF, reset buffer data on command list
Class Attributes: [Handles:Sandbox.ManagedTypeName] Set a class to use a handle system. A good example here is Sandbox.PhysicsBody. On creation we call a managed function to get a handle (an int) and we store that in the IPhysicsBody in native. Any time we pass a IPhysicsBody from native to managed, we pass the int and look up the real object. In the constructor of the physics object in native we call into native to destroy the handle. Which ensures that the pointer is cleared and can't try to be used.