164,105 Commits over 2,832 Days - 2.41cph!

Yesterday
updated world models from 67130
2 Days Ago
Fix drawing with console open
Sam
2 Days Ago
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem
Sam
2 Days Ago
temp way to pass proxy mesh constants to main pipeline, batch them later
2 Days Ago
Add other award test commands
2 Days Ago
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Sam
2 Days Ago
Move all sdfreflection code to shared code
2 Days Ago
Switch to HDR target
2 Days Ago
TextEdit, TextCursor binds
2 Days Ago
Scene update
2 Days Ago
Fix edge aliasing Full res CoC LUT
2 Days Ago
Merge from main
2 Days Ago
8th birthday balloons texture
2 Days Ago
Use fullres dof buffer
2 Days Ago
Compound bow techtree setup and research costs
2 Days Ago
Missing metas
2 Days Ago
Bday_08 scene + directory changes
2 Days Ago
compound bow no longer default BP
2 Days Ago
Fixed excavator metal output typo
2 Days Ago
merge from coderaid_fix
2 Days Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine VROverlay class in managed, do basic render & input for main menu. These transparently handle the differing coordinate systems from Source to OpenVR. Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel VROverlay input system for UI using input data from OpenVR Handle scroll events on vr overlays, turn it into InputData for UI Custom OpenVR interop bindings, grab the OpenVR interfaces from engine Lets us cut out loads of bullshit making things way simpler and neater. Restore viewport after rendering in VROverlayPanel Simulate VR overlay mouse position properly from scale Make engine construct OpenVR texture handles instead since they're graphics API specific Update MouseScale properly on vr panel overlays Update vr overlay panel render texture when panel bounds change Hide vr overlays if vr dashboard is open Document on when you should use an overlay vs a worldpanel Dispose of all vr overlays on game end that may not have been picked up by GC yet Prevent redundant calls to OpenVR in property setters Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels tidy up, unfuck namespaces / class names / docs Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? ) Make VR overlays work in-game, hide them when the main menu overlay is showing Fix interop issues from rebase/squash Decide if VROverlayPanel does input from pointer-events Allow absolute overlay transforms from seated or standing origins Add relative overlay transforms from other overlays (they inherit visibility too) Add Overlay.SetHudTransform( Transform ), set it relative to system.HeadsetView overlay view Start exposing IVRInput to the managed engine, let us interact with actions internally ( shit like /user/hand/right ) Add relative overlays to tracked devices misc mark shit as internal, fixes, tidy up
2 Days Ago
Split unicycle into parts Frame, seat, wheel vmdls Fix attachment UnicycleEntity, assemble unicycle from parts Adjustments and fixes Wheel spin for new modular parts
Sam
2 Days Ago
Adjust tunnel combined light for water on construct and remove old water sceneobject
2 Days Ago
Apply to FrequencyConfig and CounterConfig as well
Sam
2 Days Ago
Merge h2o into h2o staging for integration testing
2 Days Ago
New UIAutoPanelCloser component that closes UI panels if the player dies, gets wounded or starts spectating Applied to Assign to Friend, Sign painting, code lock and tech tree full screen panels
2 Days Ago
Make CargoPlane code support saving and loading Enable saving on cargo_plane Remove SavePause from cargo_plane
2 Days Ago
Merge from main
2 Days Ago
Add Tools/Cinematic/Lock Camera tool that snapshots the current position/rotation of a camera and locks the scene camera to that offset. Makes tracking objects in animations in the scene view a lot easier
2 Days Ago
WIP all sorts of work on wheel ground FX and general wheel/FX/suspension/steering kind of code. Various refactoring to share code between modular cars and snowmobile. Won't run right now, but at least compiles.
2 Days Ago
Restore the parachute entity reference when loading a supply drop (fixes parachute getting stuck on forever)
Sam
2 Days Ago
Fix splashes having incorrect offset when rendering view correctly Iterate on water, fixes a lot of stuff, add most properties to the shader, add lots of combos Disable multiview instancing combo for now, add a lot of shader code to shared code Cleanup managed water code Update pixelinput to support clipplanes Debug visualization for sdf reflections update test water vmat
2 Days Ago
Car parts check
3 Days Ago
Planter detection
3 Days Ago
HAB trigger detection
3 Days Ago
Merge Main -> Snowmobile
3 Days Ago
Merge from main
3 Days Ago
Fixed IsOnThisModule method benig broken after the SleeperMounting merge
3 Days Ago
Snowmobile WIP terrain data and FX. Update modular car terrain system to allow sharing code etc. New ScriptableObject VehiclePhysicMatList holds the physic (sic) material data.
3 Days Ago
warning toast
3 Days Ago
Network Client.IsBot so it works clientside
3 Days Ago
lockout new code entry for x seconds after y failed attempts
3 Days Ago
Inland SE of launch WIP
3 Days Ago
source anim update
3 Days Ago
Removed Map VPKs (use backend version)
3 Days Ago
Finished final few holes with art (vpk on backend) Started basic skybox
3 Days Ago
m_flCycle is now networked in range of -1 to 1, from 0 to 1 Added CLuaLocomotion.Get/SetClimbAllowed Added CLuaLocomotion.Get/SetJumpGapsAllowed Added CLuaLocomotion.Get/SetAvoidAllowed
3 Days Ago
Fixed func_movelinear spamming sounds when used with momentary_rot_button GM:PlayerAmmoChanged now runs AFTER the ammo count has been changed Improve spawnmenu resilience against addons that do not set Sandbox tool name
3 Days Ago
Inland snow cliffing WIP
3 Days Ago
tidy up, unfuck namespaces / class names / docs Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? ) Make VR overlays work in-game, hide them when the main menu overlay is showing