userAlexcancel

979 Commits over 610 Days - 0.07cph!

5 Months Ago
Squash game-exporting branch Bring everything up to date Exit whole app in standalone mode Export option in Project menu CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though would help if I labelled this correctly Init steamclient in standalone Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree Rebase fixes Standalone config / wizard changes: - Can either export standalone or publish to sbox.game, but not both - Add dialog warning about no whitelist, sbox.game access - Export step is similar to sbox.game upload rather than being its own thing - Tell people not to distribute their games or anything - Remove AppID, Icon entries for now Remove logs Respect desired executable name Delete IconChanger, it don't work
5 Months Ago
Delete IconChanger, it don't work
5 Months Ago
Remove logs Respect desired executable name
5 Months Ago
Rebase fixes Standalone config / wizard changes: - Can either export standalone or publish to sbox.game, but not both - Add dialog warning about no whitelist, sbox.game access - Export step is similar to sbox.game upload rather than being its own thing - Tell people not to distribute their games or anything - Remove AppID, Icon entries for now
5 Months Ago
Squash game-exporting branch Bring everything up to date Exit whole app in standalone mode Export option in Project menu CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though would help if I labelled this correctly Init steamclient in standalone Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
5 Months Ago
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
5 Months Ago
Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict
5 Months Ago
Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it
5 Months Ago
would help if I labelled this correctly Init steamclient in standalone
5 Months Ago
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though
5 Months Ago
Export option in Project menu
5 Months Ago
Exit whole app in standalone mode
5 Months Ago
Squash game-exporting branch Bring everything up to date
5 Months Ago
Don't implicitly lerp torque
5 Months Ago
Use rigidbody space for up/down
5 Months Ago
Add `position: relative` to devui console (fixes sbox-issues/issues/5817)
5 Months Ago
Split out VR input into multiple files, delete Finger
5 Months Ago
VR: Calculate tracked object velocities VR: Call UpdateHaptics() on VR controller VR: Only offset for skeletal hand poses - not for raw /input/grip/pose data VR: Add Delta to DigitalInput - WasPressed works as intended, but isn't the same as a delta, so maybe this is helpful? VR: Might as well obsolete these while I'm here
5 Months Ago
Add GetCenter()
5 Months Ago
Initial commit Minor tweaks Wheel radius Clean up
5 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png UI: Fix worldpanel depth issues, treat worldpanel roots as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4 Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture
5 Months Ago
VR: Get skeletal data from OpenXR VR: Match controller positions with SteamVR ones, which better represent where the controller is VR Input cleanup Update Facepunch.XR to d7212d3, fixes broken digital actions
5 Months Ago
InputBooleanActionState state is uint32_t for interop
6 Months Ago
Detect hand tracking, if not available (meta runtime) fallback to /input/grip/pose Update Facepunch.XR to 915dcf5 Fix poses not working if you didn't have fully tracked hands
6 Months Ago
Save off system properties when we make the system Debug utils extension is optional, only do hand tracking stuff if we have it supported Log enabled API layers Don't exit immediately on fail, becomes confusing
6 Months Ago
Remove VR suffixes from enums Split Input.Vr.cs out into separate files within a VR folder
6 Months Ago
Update menu scene Hand tracking elements Pull velocity up into TrackedObject, calculate manually Move input related enums into their own files VRController -> TrackedController Remove TrackedControllerType, HMDType - not supported by OpenXR VR anchor sets Input.VR.Scale based on transform scale (so that IPD matches) Remove `Finger`, `FingerValue` already exists
6 Months Ago
Initial support for skeletal data, supports both SteamVR skeleton estimate (controllers) and full hand tracking (leap motion, virtual desktop) https://files.facepunch.com/alexguthrie/1b0311b1/Desktop%202024.07.03%20-%2018.56.33.85.mp4
6 Months Ago
Add support for finger curls, update Facepunch.XR to 98dab99 Hand joint data Obsolte VR Model Renderer Initial support for full hand skeleton on VR Hand component Rename VRHand to VRHandSkeleton
6 Months Ago
Hand tracking support Emulate finger curl by calculating distance between palm and finger tip bones
6 Months Ago
Add support for optional extensions, e.g. XR_EXT_hand_tracking
6 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png Remap worldpanel depth correctly, fixes depth issues Treat worldpanels as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4 Update Facepunch.XR to 92bea5f Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture Init package string table before loading menu Main menu panel has background if running in VR Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with) Update Facepunch.XR to 8839c8e Remove unused InputSource and InputSourceHandle properties on TrackedDevice Make headset a tracked object, means it can appear in Input.VR.TrackedObjects & matches controllers Changes the API without breaking it, e.g.: `var headTransform = Input.VR.Head;` becomes: `var headTransform = Input.VR.HMD.Transform;`
6 Months Ago
asset.party -> sbox.game
6 Months Ago
Initial commit
6 Months Ago
VR: revert back to using grip pose because it's closer to what we want
6 Months Ago
VR haptic bindings VR: Use aim instead of grip pose for controller positions + update fpxr to 8839c8e
6 Months Ago
Haptics support
6 Months Ago
Update Facepunch.XR to 8d9bfbf, re-work pose submit Save off the exact same poses we get from Facepunch.XR when syncing + only call beginframe/endframe/sync if we're rendering in VR
6 Months Ago
Use one single space for everything (stage space), move some stuff into sync()
6 Months Ago
Use local space for VR render poses, update Facepunch.XR to c537b77
6 Months Ago
Use local space instead of stage space for view locate & layer composition
6 Months Ago
Update Facepunch.XR to e0d5682, makes it so that we use local space for headset view/projection rather than stage space Might help fix things on SteamVR headsets that use SteamVR for room-scale tracking?
6 Months Ago
Use local space for headset view/projection rather than stage space
6 Months Ago
Update poses for Facepunch.XR submit, prevents jittery and spongey tracking
6 Months Ago
Line hands up better in VR menu scene Quick little test map just so I'm not staring at an orange texture Init package string table before loading menu Main menu panel has background if running in VR Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)
6 Months Ago
Update Facepunch.XR to 92bea5f Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking
6 Months Ago
Applications must provide poses manually when submitting (to ensure accurate reprojection)
6 Months Ago
Remap worldpanel depth correctly, fixes depth issues Treat worldpanels as layers Render VR menu at 4k, scale down to fit Basic VR world input component, menu works properly https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
6 Months Ago
Initial VR scene for main menu https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
6 Months Ago
OpenXR backend for VR (#1600)