240,662 Commits over 3,867 Days - 2.59cph!
Updated colliders on the two rocking chair variants, including the metal parts
Full convex collider set for rocking chair
Fixed rocking chair skins referencing the wrong item (itemname field needs to reference the base itemname, not the skin itemname)
Fixed rocking chair skins with wrong display name tokens (skin name should share same token and english value as the base item)
Fixed both rocking chair skins missing their IsRedirectOf field
Mark base rocking chair as craftable, mark teal chair as not user craftable (as it's a skin)
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
Swapped rocking chairs to convex colliders
merge from base_decor_DLC
Merge latest rendersystemvulkan changes
Validate material
Don't need this transform code
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Save NPC max health, and set max health for NPCs from spawnmenu
Added PreRegisterTOOL (Community Pull Request)
TTT: Prevent tttbase Lua errors with NPCs (Community Pull Request)
Add PreRegisterTOOL hook (#2022)
Considering https://wiki.facepunch.com/gmod/GM:PreRegisterSENT and https://wiki.facepunch.com/gmod/GM:PreRegisterSWEP both exist, i figured PreRegisterTOOL should exist too.
It'd help with preventing some tools from loading / modifying tools.
Ensured player pose stays at default in rocking chair
TTT: Prevent error when NPC fires SWEP derived from weapon_tttbase (#2023)
Tracked pose component
Test player
Add TargetEye property to camera component
Add Expose attribute to StereoTargetEye
merge from global_networked_bases
merge from rail_network_link
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
Force disable GNB because of issues with mirrors
Not using this anymore
Input stubs for legacy games
Rework how variables are added
Update Facepunch.ActionGraphs
Support for node plugs in title bars
Support for overriding getting relevant nodes without an input type
Fix rendering (this got fucked in the rebase, oops)
plaster trim surface properties correction
[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
added three plaster trims + blends
https://files.facepunch.com/jason/1b3111b1/sbox_Gw1TlwHHRg.png
also corrected plastic_trim path
Attempt to fix client / server terrain mismatch where rail connects to monuments
Vulkan BarrierHelper
Use barriers for the multipass texture downsampling, this was messing up our depth pyramid making mips look like this: https://files.facepunch.com/matt/1b3111b1/qrenderdoc_bn7FgvAx1n.png
Warn if interopgen structs are less than pointer size, so should be marked with [small]
Mark some stuff as [small]
Bind SteamNetworkSocket, SteamNetworkConnection
Cleanup
powerplant 2.0 greybox canditate progress
Move these procedural layer renderers to not be inline, drop Vr prefix from quad renderer
Move tiled light culling to it's own layer renderer ( this should be per-view in the lightbinner really, but I can't touch that right now )
Buffer barriers on the culled lights buffer
exported updated unarmed crouch anims and set to 50 frames in length