240,281 Commits over 3,867 Days - 2.59cph!
IGameMenu to IGameInstance
Strip lobby stuff from GameInstance
Strip unused
Remove Game.Menu
Internal cleanup
Remove GameMenuContainer
Don't use hacky GameScreen /game/ navigation shit for game instance
protocol++
Apply a depth bias to grid to stop z-fighting and make it render double sided
https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
Force terrain collider to static in OnValidate
Terrain collider needs to be a Collider, fixes receiving touches
merge from youtooz branch
Add PoolPlayer, BallPocket, add pocket triggers to table
When two players have joined it'll spawn balls (networked), cue (networked), and assign cue to first player for now.
Fix shot strength fps variable
Set game/dev status on steam lobby
If we're a development host then don't load package assemblies at all
Add INetworkListener.OnBecameHost
AI design viewer/editor shelved work.
merge from metal_detector main
Remove "red", "white" from all the icons
Leaderboard backup, run #8140
Ground fire experiments with new 2021 freeform particle stretching feature.
TabWidget.AddPage allow optional null properly
Don't create a CVolumetricFogRenderer if enabled but there's no fog volumes
SceneCamera is disposable, CameraComponent disposes it OnDestroy(), frees native resources mainly volumetric fog clipmaps
Editor doesn't use volumetric clipmaps
Check scene fog volumes not legacy ones
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though
Add a head look at constraint
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Various hierarchy improvements, gib overrides, set up heavy scientist version
Add separate Matrix test for converting from a transform, verify manually
Terrain shader includes in terrain folder
Terrain obeys its transform
https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png
Make `Matrix.FromTransform` more generalized, move steamvr specific one into `VROverlay` where it's used
Matrix test for converting to/from transforms
Changed my mind, everyone else just uses MouseWheel regardless of whether it's 1D or 2D, let's do the same
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.
Draw a configurable grid in editor scenes
https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
Deployable setup
Add a Poke interaction, gives comfort in a radius for 15s
Added a hand look at constraint and adjusted the spine look weights down to match
Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
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Per bone weights
SingleBone aim component + sort order
Twist Correction
Minor code cleanup, improve clarity on layer use
SpecialMoveStyle (special_movement_states) on animator
Merge RagdollFloatFix -> main
Fix floating server-side ragdolls when construction destroyed
Better interaction
Removed logs
Merge SSRagdollDeathVal -> main
Merge CorpseRagdollParentingFix -> main
Move terrain system from testbed branch to engine https://files.facepunch.com/layla/1b1411b1/sbox.2023.12.14.20.54.52.mp4
VR: Don't call GetPerformanceStats if VR isn't running (sorry)
Clean compile shader with light edge fix
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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
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Merge from main -> qol_cached_browser_ping_text
Merge from backpacks -> aux2