4,723 Commits over 976 Days - 0.20cph!
Add arrow to VrSimulator hand, fixed rotation offset with right hand
DualGrabObject: Can't grab same ref if we're holding already
Add DualGrabObject.UseAveragePosition so we can compare if it's shit or not
Can get hand preset per hand from a grabbable - can detach hand mesh and place it onto an object if you want
Small refactors to hand grabbing API, add WantsKeyboardInput for outside of VR hand input so we can test dual interactions
WIP DualGrabObject (shitty code)
Update minimal.scene
Proper rotated offset
Don't need this
Grabbables can define a hand preset, use grab reference to position SimpleObject
account for offset when holding in different hand
GrabReference [not hooked up yet] https://files.facepunch.com/tony/1b1111b1/sbox-dev_GTh0Xc9JsD.jpg
Add DefaultGrabbable so we can set the held item immediately
Add toggle mode for hand input, grip/trigger pressed/released detection
Calculate hand's velocity outside of VR
Hand grabbing / releasing WIP
Implement roll controls, add some debug output while using the simulator
Started coding a VR simulator, because VR development sucks when you enter the headset
Body fwd translation based on duck height
Extremely basic body root translation based off HMD
Initial commit, testing out body IK, auto-ducking, started setting up hands and hand animations
Datacore: Apply the same to long jump module
Datacore: Update ammo pickups network mode
Fixed long jump module not working
Stop gauss sounds if the weapon gets destroyed for whatever reason
Removed some code from the hornet gun
Add thumb to published workshop clothing
Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network
One NRE fix, HostSync -> Sync
Satchel charges can blow up from damage which'll override the attacker
Rat can roam around while they don't have a target, implement Rat.Friend so it doesn't attack its owner
Don't need these interfaces for BeamComponent
Cleaned up the gluon and fixed fucked up effect
Make ResourceLibrary work for all Resources - meaning we can network resource references
Fixed WorldModels not getting created for a bunch of weapons :/
Reduced warmup text size
A couple of NRE fixes
Cycle spawn cameras less frequently, add time display to hud that isn't the debug text
Menu: Add slider and input limits to Field of View option, resolves Facepunch/sbox-issues#7501
Head and hand aligned grabbing system
API fixes, remote pickup is default behavior when grabbing (need to add a sensible range to this), fixed hand collider being invalid and breaking everything
Rotation offset for player hands
Make Draw2DTest use a CommandList, VrForward -> Forward
Add hand grenade pickup to quicktest to test an issue
Start cleaning up attack code - unified attack events to be more explicit
Add a bunch of pickups to quicktest
Don't re-equip the same weapon in SwitchWeapon
Can set hostname in create game modal, feels like we should be using data validators, require map selection before you can hit start game (if we are picking a map)
Don't pass data back and forth - just start the game in the modal itself
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Push menu scope in Game.Overlay
Switch GameSettings to CreateGameModal
Pass info back through CreateGameModal, can select map and maxplayers
Steam Workshop Clothing (#1801)
* When publishing clothing assets, upload a manifest item to the steam workshop and associate the asset with the workshop entry
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Set Asset's WorkshopId correctly
Don't give everything a zero'd workshop id
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Set Asset's WorkshopId correctly
Don't give everything a zero'd workshop id
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)