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704 Commits over 610 Days - 0.05cph!

1 Year Ago
Horizontal scroll (#1236) Hold shift + mouse wheel to perform a horizontal scroll, if your mouse has a horizontally scrolling wheel then that will work too. https://files.facepunch.com/alexguthrie/1b1511b1/sbox_4y8iF5jVHk.mp4
1 Year Ago
X axis doesn't apply to ButtonCode.MouseWheelDown / ButtonCode.MouseWheelUp
1 Year Ago
Initial horizontal scroll support Changes MouseWheel naming to MouseScroll, float parameters become a Vector2. Hold shift + mouse wheel to perform a horizontal scroll, if your mouse has a horizontally scrolling wheel then that will work too. Changed my mind, everyone else just uses MouseWheel regardless of whether it's 1D or 2D, let's do the same
1 Year Ago
Add separate Matrix test for converting from a transform, verify manually
1 Year Ago
Make `Matrix.FromTransform` more generalized, move steamvr specific one into `VROverlay` where it's used Matrix test for converting to/from transforms
1 Year Ago
Changed my mind, everyone else just uses MouseWheel regardless of whether it's 1D or 2D, let's do the same
1 Year Ago
Initial horizontal scroll support Changes MouseWheel naming to MouseScroll, float parameters become a Vector2. Hold shift + mouse wheel to perform a horizontal scroll, if your mouse has a horizontally scrolling wheel then that will work too.
1 Year Ago
VR: Don't call GetPerformanceStats if VR isn't running (sorry)
1 Year Ago
VR: Lets be honest, nobody is using an xbox 360 controller or knuckles ev1 anymore VR: fix minor docs blunder VR: IsVive etc. now handled per-controller (was detecting controller type anyway before) Might be useful for anyone that likes to mix controller types (e.g. one vive controller and one knuckles) but the use case for this seems quite niche? sbox-issues/issues/994 VR: Basic internal HMD type detection VR: More HMD types, move controller type & hmd type conversion into relevant files VR: these should be internal, oops 🤦‍♂️ VR: Initial performance stats window Just basic stuff for now, will evolve over time
1 Year Ago
VR: Move all render model related stuff into VRNative.RenderModel.cs VR: Fix some minor input discrepancies, use ArgumentOutOfRangeException for anything out of range
1 Year Ago
VR: Clean up render model code, make everything non-blocking
1 Year Ago
VR: Hook up IVRRenderModels interface VR: Add render model support for controllers, VR Model Renderer component (sbox-issues/issues/1001) Uses `vr_controller_01_mrhat` if no model available VR: Render model textures, fix axes VR: Model renderer component is separate, takes a model renderer as property, doesn't run in non-vr
1 Year Ago
VR: More docs for `VROverlay` and `VROverlayPanel` VR: VrInput -> VRInput, extra docs for VRController
1 Year Ago
VR: Docs, rename Input VrHand to VRController VR: Normalize prefix casing to `VR` instead of mixing `Vr` and `VR` VR: VRHand component doesn't fetch skinned model renderer automatically, match behaviour of all other components instead
1 Year Ago
Make `Matrix` numerics value internal, similar to the one on `Vector3`
1 Year Ago
VR: Move `VROverlayPanel`, `VROverlay`, `VROverlayInput` into `Sandbox.VR` namespace
1 Year Ago
VR: Generate extra `GetXActionData` functions with `ulRestrictToDevice` = `k_ulInvalidInputValueHandle` VR: Menu chord bindings / action VR: Remove legacy layer, move VR stuff into Sandbox.VR namespace VR: Hook up WorldScale VR: Do a reset whenever GameMenuDll.ResetEnvironment is called, just resets world scale for now VR: Shorten Sandbox.Engine.VR to Engine.VR, maybe we should rename this class entirely VR: Move `VR` class into Sandbox.VR VR: Remove `VR` class, move any relevant properties over to `Input.VR` All of this was input-related anyway, this feels like a better place to have it. Modifying the anchor is done through `Input.VR.Anchor` now. The only exception to this is checking if we're running in VR; use `Game.IsRunningInVR` instead. This avoids us clashing with the `Sandbox.VR` namespace and causing a bunch of problems. Shouldn't be too different anyway as most things should be covered by our components. VR: Components don't update if VR isn't running
1 Year Ago
VR: fix some stereo-related render warnings
1 Year Ago
VR: perform copy before adding layers & don't create temporary back color buffer VR: overlays don't block input if there's a game running, use high quality rendering now that works again
1 Year Ago
Render menu Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually` Clear attributes after popping a layer when rendering UI
1 Year Ago
Set VR depth resolve & refract textures, fixes glass rendering in VR
1 Year Ago
Move `vr_depth_submit` convar over to managed
1 Year Ago
Respect `vr_spectator_show_left_eye` value
1 Year Ago
VR companion view, render stereo to its own back buffer https://files.facepunch.com/alexguthrie/1b0111b1/sbox-dev_Z2Mn6GMTLF.png
1 Year Ago
VR texture submit supports full depth submit (but we're not passing depth just yet) Pass depth buffer to submit
1 Year Ago
Rename VRNative CheckError function to Assert Move assert function for VR overlay errors into VRNative Remove unused VRNative functions Support for all types of VR textures (pose, depth+pose, depth, and neither)
1 Year Ago
Fix VR rendering crash Disable menu VR overlay
1 Year Ago
Make VRNative Compositor/System/etc. all properties TrackedDeviceInfo has battery percentage (cherry-picked from vr-stats branch) Battery percentage just displays in `vr_info` concommand for now
1 Year Ago
Change the way we handle VRTextureWithPose - create an initial VRTexture and then (optionally) append pose data, rather than just creating a VRTextureWithPose outright Reinstate VR overlay code using new internal VR backend Move FromTransform into Matrix so we can re-use it
1 Year Ago
Update OpenVR SDK from 1.26.7 to 2.0.10
1 Year Ago
Use LastBackColorBuffer for VR - should fix spontaneous crash, can't reliably reproduce locally though?
1 Year Ago
Remove IPD measurement - feels useless here - and clean up Add TrackedDeviceInfo defaults Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff Put some of this data in Performance window too
1 Year Ago
Initial VR performance stats editor tool Takes data from SteamVR compositor, tries to turn it into something that is more useful for us - not sure how much of this data we need/want, or what else we want right now
1 Year Ago
Render VR separately Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code Set VR controller type (Input.VR.Type) Remove some CSS logs I forgot about (sorry)
1 Year Ago
Re-add streaming mode stuff to menu - same as before (would be better in settings imo, but this works for now)
1 Year Ago
VR - remove vulkan extension list spew, was using this to check something and forgot to remove it Fix anchor positioning VR: retrieve and save off HMD position immediately before calling RenderWithViewport Gives us much better & up-to-date info to put inside VRTextureWithPose, reprojection becomes much more accurate. VR: controllers are correctly affected by anchor
1 Year Ago
Re-add vendor info to TrackedDevice for `vr_info` debug command
1 Year Ago
VR input system supports device roles (i.e. left hand, right elbow, waist, chest), uses newer IVRInput system (paths etc.)
1 Year Ago
Submit a VRTextureWithPose_t to compositor
1 Year Ago
Re-add some VR native submit code, looks like it got removed by mistake
1 Year Ago
Fix VR stereo camera positioning
1 Year Ago
VR legacy layer uses real values (don't like this but I don't see any other way, we can remove it later) Fill device roles for tracked devices
1 Year Ago
Add Expose attribute to StereoTargetEye
1 Year Ago
VR Refactor (#1286)
1 Year Ago
Update Facepunch.ActionGraphs Support for node plugs in title bars Support for overriding getting relevant nodes without an input type Merge branch 'master' into vr-refactor
1 Year Ago
Not using this anymore Input stubs for legacy games
1 Year Ago
Fix rendering (this got fucked in the rebase, oops)
1 Year Ago
Merge fixes
1 Year Ago
[Squash] Initial managed VR code, delete VR project [Squash] Add `IsLeftHandDominant`, `Enabled` properties + `TriggerHapticVibration` [Squash] Document TrackedDevice, remove unused, update skeletal data Submit all the info we need to camera renderer + start rewriting stereo rendering [Squash] Initial managed VR / stereo rendering logic [Squash] Poll events & get poses correctly [Squash] Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`), submit for DX11 https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png [Squash] Bind GetLastPoses, clean up Update OpenVR from 1.16.8 to 1.26.7 (latest) [Squash] Fix IPD calc, camera positioning, fix InchToMillimeter that was converting from mm to inch [Squash] Dispatch submit func from scenesystem, do submit on render thread [Squash] Digital / skeletal / pose action data + helper funcs for retrieving all action data Remove unused (mostly legacy stuff) # Conflicts: # engine/Sandbox.Engine/EngineLoop.cs Revert "Remove unused (mostly legacy stuff)" This reverts commit ab8ea1a69e47ddff1367df4d5f00a1975def5d99. Vulkan - explicit timing/post present handoff, submit logic # Conflicts: # engine/Sandbox.Engine/EngineLoop.cs Remove runtime VR enable/disable Doesn't work for vulkan which is what we're aiming to eventually primarily support - ideally we want something like this issue describes: ValveSoftware/openvr/issues/993 I did try re-creating the render device whenever VR was enabled/disabled but couldn't get this working and I think fixing it is out-of-scope here. [Squash] Refactor HMD-specific tracking code [Squash] Finish VR analog/digital input, clean up [Squash] Vulkan submit tweaks, log compositor errors
1 Year Ago
Vulkan submit tweaks