userAlexcancel

1,026 Commits over 672 Days - 0.06cph!

Yesterday
Use Screen.CreateVerticalFieldOfView when creating FOV
4 Days Ago
Faster posing Finger return rate
6 Days Ago
Minor adjustments for accuracy
6 Days Ago
Hands scene IK-based hand test - more accurate https://files.facepunch.com/alexguthrie/1b1211b1/sbox-dev_bLi9YIRCtL.mp4
7 Days Ago
Fix some stuff that got stomped in Hand.cs (sorry Tony)
7 Days Ago
Initial first pass at procedural hand poses, bit buggy, needs cleaning up https://files.facepunch.com/alexguthrie/1b1111b1/sbox-dev_s4WQrpNId2.mp4
8 Days Ago
Initial procedural pose layout
11 Days Ago
Standalone: better widgets for branding - can't figure out how to lay these out nicely right now though https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_WR7bhtL8E4.png Standalone: make it clearer when we've finished an export
12 Days Ago
Standalone: we might need this DLL actually 🙈
13 Days Ago
Standalone: Separate operations up into build steps & sort Standalone: ignore dxcompiler
14 Days Ago
Standalone: projects that only have the VR control mode enabled should automatically launch in VR, otherwise default to using the `-vr` launch param
19 Days Ago
Standalone: build page shows failures and progress more clearly, don't auto advance so we can see what's fucking up https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_1Nb5BFbmtw.png
19 Days Ago
Standalone: export presets https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_zi12A4W7uN.mp4
19 Days Ago
Standalone: move stuff over to whitelist system, remove EnabledAddons (we only have `base` now)
19 Days Ago
Standalone: core file whitelist, reduces minimal export size by 300MB (1.2GB -> 800MB) https://files.facepunch.com/alexguthrie/1b3011b1/WizTree64_hoaOoWymnw.png
20 Days Ago
Editor: add non-collapsable group widget Standalone: make initial wizard page more bearable
20 Days Ago
Standalone: don't export citizen addon separately (we already work out which assets we need) Standalone: skip Sentry Load startup backgrounds from vtex Standalone: can pick custom startup image Standalone: Custom icon support Standalone: Don't set icon/splash screen if not specified
26 Days Ago
Prevent players from being able to shoot Hornet gun through walls
26 Days Ago
VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height
26 Days Ago
Add conforming hand pose support
26 Days Ago
Implement XR_EXT_hand_tracking_data_source for hand tracking detection
27 Days Ago
Tweak pickups so that grenade/tripmine pickup notices show correctly
27 Days Ago
Use RPC for health/armour pickups
27 Days Ago
Dry fire refactor
28 Days Ago
In VR, menu defaults to having VR tag enabled
28 Days Ago
Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu
28 Days Ago
Force add compiled VR menu scene
29 Days Ago
Move VR scene switcher logic into OnStart
32 Days Ago
Dry fire + auto-reload if trying to shoot an empty gun
32 Days Ago
Editor: Launch dedicated server option (we probably want some way to join it from editor?)
32 Days Ago
Move vitals drawing over to hud painter
32 Days Ago
Gauss fires charged shots even if ammo is low
32 Days Ago
Fix tripmine typo
32 Days Ago
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
32 Days Ago
Make sure the player actually has a tripmine on pickup Null check everything Simplify health/armor pickups
33 Days Ago
More texture mapping fixes
33 Days Ago
Fix weird texture mapping on shooting range scene Update USP
33 Days Ago
Ignore .sbox/ Use human hands for gizmos sbproj update
33 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
40 Days Ago
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
41 Days Ago
VR: clean up logging VR: Synchronization refactor, update Facepunch.XR to 1c1b65ae7ec5ef89ff2f1e508f4bcdbea58ebd3c Removes Sync() call, should remove jittering(!), and reduces unnecessary logging
41 Days Ago
Reduce logging, improve what's left, remove Sync()
42 Days Ago
Fix missing standalone files sbox-issues/issues/7241
2 Months Ago
Generated csproj LangVersion 11 -> 13
2 Months Ago
Clean up and optimize shader Clamp to viewport again
2 Months 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
2 Months 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
2 Months Ago
Clean up, only apply culling if enabled https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
2 Months 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
2 Months Ago
Clean up