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998 Commits over 641 Days - 0.06cph!

Yesterday
Dry fire + auto-reload if trying to shoot an empty gun
Yesterday
Editor: Launch dedicated server option (we probably want some way to join it from editor?)
Yesterday
Move vitals drawing over to hud painter
Yesterday
Gauss fires charged shots even if ammo is low
Yesterday
Fix tripmine typo
Yesterday
Tripmine: use broadcast GiveAmmo instead of SetAmmoCount Grenades spawn closer to player, check throw position to make sure they don't spawn through walls/floors
Yesterday
Make sure the player actually has a tripmine on pickup Null check everything Simplify health/armor pickups
2 Days Ago
More texture mapping fixes
2 Days Ago
Fix weird texture mapping on shooting range scene Update USP
2 Days Ago
Ignore .sbox/ Use human hands for gizmos sbproj update
3 Days Ago
VR: More stuttering-related fixes, don't alloc joint data every frame VR: Improved main menu scene VR: Only create debug callback if `-vrdebug` is specified as a launch parameter
9 Days Ago
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
10 Days Ago
VR: clean up logging VR: Synchronization refactor, update Facepunch.XR to 1c1b65ae7ec5ef89ff2f1e508f4bcdbea58ebd3c Removes Sync() call, should remove jittering(!), and reduces unnecessary logging
10 Days Ago
Reduce logging, improve what's left, remove Sync()
12 Days Ago
Fix missing standalone files sbox-issues/issues/7241
29 Days Ago
Generated csproj LangVersion 11 -> 13
31 Days Ago
Clean up and optimize shader Clamp to viewport again
31 Days Ago
Fix undo for envmap probe bounds Fixes sbox-issues/issues/7181 Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845 Santa Outfit (#1743) Wipe my ass layer doing nothing Unused Occlusion query layer Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline Tiled culling in managed render pipeline Depth only prepass very likely doesn't need lighting constants Lightbinner layer managed Fix ObjectHighlight.shader Make sure turning direct/indirect lighting off still works on managed lightbinner layer memdbgon.h doesn't belong in a .h file Santa jacket/trousers lods (citizen version) Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174 Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175 Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup Santa jacket/trousers lods (human version) Allow AssetType to get all file extensions, primary and additional Remove hacky fix for image extension tags, do it properly Make this readonly list so it can't be fucked with Santa jacket uses neck_clothing bone to minimise twist deformation Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired There's a typo here in ModelRenderer.LocalBounds Add TagsControlWidget Don't use bind system for these control widgets, feels like the old way of doing things Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197 https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4 Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 ) Fix possible NRE in PathWidget ListControlWidget now supports multiedit, only showing matching indexes Add and Remove buttons now work when MultiEditing a List Added support for re-ordering lists during a Multiselect https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4 Right Click -> Duplicate now works on Multiselect Lists Merge branch 'master' into gpu-occlusion-culling2
31 Days Ago
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
32 Days Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
32 Days Ago
Cache all gameobject bounds, fit parent bounds to children Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view) Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
32 Days Ago
Clean up
32 Days Ago
Flush
32 Days Ago
Cache GameObject bounds Fix a few things inside occlusion culling render layer Wrap occlusion objects inside a record Remove more native occlusion culling stuff
32 Days Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks Start moving all this over to managed, we can benefit from various things here
34 Days Ago
Initial Use spheres so we only have to send a single list of vec4s over Gather objects Split logic into COcclusionCullingStandard Change order, gather correctly, readback, count visible + culled objects Reject occluded objects, tweak gather & shader Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug Put debug spew behind convar, tweak shader Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
36 Days Ago
Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
36 Days Ago
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
37 Days Ago
Put debug spew behind convar Shader tweaks Not perfect yet, but definitely a step in the right direction https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
38 Days Ago
Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug
39 Days Ago
Reject occluded objects, tweak gather & shader Quite conservative right now and not perfect
40 Days Ago
Change order, gather correctly, readback, count visible + culled objects
43 Days Ago
This makes more sense Gather objects Split logic into COcclusionCullingStandard
46 Days Ago
Use spheres so we only have to send a single list of vec4s over
46 Days Ago
Initial
50 Days Ago
UI: Set Button.Active inside TabContainer rather than setting active class directly (consistent with ButtonGroup)
50 Days Ago
UI: Fix worldpanel filters, save off default viewport Z range when setting a render target (solves depth issues after pushing/popping worldpanel filters) https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_Nl7AwCZeb5.mp4
59 Days Ago
VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
59 Days Ago
Improved checks inside HasHeadset
60 Days Ago
UI: Expose UI.WorldInput.Hovered inside WorldInput component
60 Days Ago
VR: check for headset in PreInit() instead of Init()
60 Days Ago
VR: init g_pVrSystem before finishing material system setup
2 Months Ago
Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime
2 Months Ago
Check if we can actually init OpenXR when calling HasHeadset - makes the call more expensive(!) but more accurate
2 Months Ago
Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session Editor: Make ToggleSwitch look nicer Add toggle switch in editor for VR https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png
2 Months Ago
Add HasHeadset() check
2 Months Ago
Remove unused OpenXR launch environment variables Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues VR hand component fixes VR world input component Remove unused VR bits in MenuSystem Basic VR scene menu, loads automatically if VR is enabled
2 Months Ago
Additional checks when loading JSON bindings, don't poll for hand tracking if instance doesn't support it, make sure we have an instance
2 Months Ago
Clean up EditorUtility.PlayAssetSound a bit Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke` Facepunch/sbox-issues/issues/6764
2 Months Ago
EditorUtility.PlayAssetSound supports sound events Asset browser: Play overlay for sounds