1,026 Commits over 672 Days - 0.06cph!
Use Screen.CreateVerticalFieldOfView when creating FOV
Faster posing
Finger return rate
Minor adjustments for accuracy
Hands scene
IK-based hand test - more accurate
https://files.facepunch.com/alexguthrie/1b1211b1/sbox-dev_bLi9YIRCtL.mp4
Fix some stuff that got stomped in Hand.cs (sorry Tony)
Initial first pass at procedural hand poses, bit buggy, needs cleaning up
https://files.facepunch.com/alexguthrie/1b1111b1/sbox-dev_s4WQrpNId2.mp4
Initial procedural pose layout
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
Standalone: we might need this DLL actually 🙈
Standalone: Separate operations up into build steps & sort
Standalone: ignore dxcompiler
Standalone: projects that only have the VR control mode enabled should automatically launch in VR, otherwise default to using the `-vr` launch param
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
Standalone: export presets
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_zi12A4W7uN.mp4
Standalone: move stuff over to whitelist system, remove EnabledAddons (we only have `base` now)
Standalone: core file whitelist, reduces minimal export size by 300MB (1.2GB -> 800MB)
https://files.facepunch.com/alexguthrie/1b3011b1/WizTree64_hoaOoWymnw.png
Editor: add non-collapsable group widget
Standalone: make initial wizard page more bearable
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
Prevent players from being able to shoot Hornet gun through walls
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
Add conforming hand pose support
Implement XR_EXT_hand_tracking_data_source for hand tracking detection
Tweak pickups so that grenade/tripmine pickup notices show correctly
Use RPC for health/armour pickups
In VR, menu defaults to having VR tag enabled
Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu
Force add compiled VR menu scene
Move VR scene switcher logic into OnStart
Dry fire + auto-reload if trying to shoot an empty gun
Editor: Launch dedicated server option (we probably want some way to join it from editor?)
Move vitals drawing over to hud painter
Gauss fires charged shots even if ammo is low
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
Make sure the player actually has a tripmine on pickup
Null check everything
Simplify health/armor pickups
More texture mapping fixes
Fix weird texture mapping on shooting range scene
Update USP
Ignore .sbox/
Use human hands for gizmos
sbproj update
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
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
VR: clean up logging
VR: Synchronization refactor, update Facepunch.XR to 1c1b65ae7ec5ef89ff2f1e508f4bcdbea58ebd3c
Removes Sync() call, should remove jittering(!), and reduces unnecessary logging
Reduce logging, improve what's left, remove Sync()
Fix missing standalone files
sbox-issues/issues/7241
Generated csproj LangVersion 11 -> 13
Clean up and optimize shader
Clamp to viewport again
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
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
Clean up, only apply culling if enabled
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
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