252,404 Commits over 3,990 Days - 2.64cph!

8 Months Ago
move spawn assigner
8 Months Ago
LOD0 progress backup
8 Months Ago
map updates
8 Months Ago
Temporary RTs always have a UAV binding so you can use them with compute shaders SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
8 Months Ago
Use team chat voice filter for Cash Grab
8 Months Ago
Upped time for players to get to a cash point
8 Months Ago
Enable buy menu in more cases for cash grab
8 Months Ago
Shipping container scale fix
8 Months Ago
Small clean up Jump reset item Switch component
8 Months Ago
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj
8 Months Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update Add openxr_loader pdb and dll Forgot to change these, oops
8 Months Ago
SSAO
8 Months Ago
Updated rig so wheels rotate in the z axis
8 Months Ago
Replace cash point icon
8 Months Ago
Added extra hours method to wipe timer
8 Months Ago
Screen Space Ambient Occlusion * Added Ambient Occlusion post processing camera component, can configure quality, intensity, sample radius. (Less options means we can do further improvements easily) * r_ssao_debug can be used to see the direct AO values * Added CameraComponent.AddHookAfterOpaque --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
8 Months Ago
Additional docs/cleanup
8 Months Ago
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
8 Months Ago
Removed unused retro TC localization tokens
8 Months Ago
Expose scoring prefix, use £ instead of $
8 Months Ago
Add player clip volume to shipment
8 Months Ago
ActionGraph: Expose NeworkSpawn, some Connection members
8 Months Ago
Debug camera can now save any depth of field aper, blur, squeeze and barrel values
8 Months Ago
Sprite fill Projectile hit does effect Prefab and scenes Scalar component Healing zone Allow to pause game on story board
8 Months Ago
Spawn a big burst of cash when someone dies holding the bag
8 Months Ago
Make sure active gamemode is networked NetworkSpawn cash bag after adding CashBag component
8 Months Ago
Pressing R to reset debug cam now reset roll immediately regardless of any camlerp value
8 Months Ago
merge from spawnview_command
8 Months Ago
Added 'spawnview' command to spawn entity at the position and orientation of the camera
8 Months Ago
Call NetworkSpawn in DroppedEquipment.Create Fix cash bag not spawning Network CashGrab game objects [HostSync] CashPoint.State Fix some Spottable properties
8 Months Ago
reverted to the og material for house trims
8 Months Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
8 Months Ago
merge from hood_and_cuffs
8 Months Ago
Merge from main
8 Months Ago
Another gesture list update
8 Months Ago
Redo animator changes
8 Months Ago
Fixed changed crane colour in junkyard, S2P
8 Months Ago
8 Months Ago
Gesture list update
8 Months Ago
First pass on a rock paper scissors gesture game Player 1 starts the gesture and waits for someone to join by interacting with them Both players then get a UI prompt to pick a hand Result is communicated via toast for now as there are no animations Bots will pick a random option after 2 seconds and print what they selected in the server log for testing
8 Months Ago
Added killpushbikes and killmotorbikes convars
8 Months Ago
Fix helicopters sleeping at the apex of a bounce
8 Months Ago
Merge Bikes -> Aux2
8 Months Ago
Don't allow passenger to access fuel when bike is on
8 Months Ago
Fixed motorbike fuel interaction
8 Months Ago
Screen Space Ambient Occlusion SSAO: Remove PS variant, hide difficult options and set some nice defaults, add r_ssao_debug, cleanup unused/unneeded SSAO draws after opaque, not transparent. Added CameraComponent.AddHookAfterOpaque
8 Months Ago
Switch the fuel gauge emissive on/off too
8 Months Ago
Set up motorbike headlight
8 Months Ago
WIP lighting & related files.
8 Months Ago
Merge from custom_wheel