userTony Fergusoncancel

4,723 Commits over 976 Days - 0.20cph!

15 Days Ago
Add arrow to VrSimulator hand, fixed rotation offset with right hand
15 Days Ago
DualGrabObject: Can't grab same ref if we're holding already
15 Days Ago
Add DualGrabObject.UseAveragePosition so we can compare if it's shit or not
15 Days Ago
Can get hand preset per hand from a grabbable - can detach hand mesh and place it onto an object if you want
15 Days Ago
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
15 Days Ago
add a few props
15 Days Ago
Proper rotated offset Don't need this
15 Days Ago
Grabbables can define a hand preset, use grab reference to position SimpleObject
15 Days Ago
account for offset when holding in different hand
15 Days Ago
GrabReference [not hooked up yet] https://files.facepunch.com/tony/1b1111b1/sbox-dev_GTh0Xc9JsD.jpg
15 Days Ago
Add DefaultGrabbable so we can set the held item immediately
15 Days Ago
Add toggle mode for hand input, grip/trigger pressed/released detection
18 Days Ago
Calculate hand's velocity outside of VR
18 Days Ago
Hand grabbing / releasing WIP
18 Days Ago
Implement roll controls, add some debug output while using the simulator
18 Days Ago
Started coding a VR simulator, because VR development sucks when you enter the headset
19 Days Ago
Player velocity
19 Days Ago
Body fwd translation based on duck height
19 Days Ago
Extremely basic body root translation based off HMD
19 Days Ago
Initial commit, testing out body IK, auto-ducking, started setting up hands and hand animations
19 Days Ago
Datacore: Apply the same to long jump module
19 Days Ago
Datacore: Update ammo pickups network mode
19 Days Ago
Fixed long jump module not working
19 Days Ago
Stop gauss sounds if the weapon gets destroyed for whatever reason Removed some code from the hornet gun
21 Days Ago
Add thumb to published workshop clothing
22 Days Ago
Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network
22 Days Ago
One NRE fix, HostSync -> Sync
22 Days Ago
Satchel charges can blow up from damage which'll override the attacker
22 Days Ago
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
22 Days Ago
Cleaned up the gluon and fixed fucked up effect
22 Days Ago
Make ResourceLibrary work for all Resources - meaning we can network resource references
22 Days Ago
Fixed WorldModels not getting created for a bunch of weapons :/
23 Days Ago
Reduced warmup text size A couple of NRE fixes
23 Days Ago
Cycle spawn cameras less frequently, add time display to hud that isn't the debug text
23 Days Ago
Menu: Add slider and input limits to Field of View option, resolves Facepunch/sbox-issues#7501
26 Days Ago
Head and hand aligned grabbing system
26 Days Ago
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
26 Days Ago
Rotation offset for player hands
26 Days Ago
Make Draw2DTest use a CommandList, VrForward -> Forward
26 Days Ago
Add hand grenade pickup to quicktest to test an issue Start cleaning up attack code - unified attack events to be more explicit
26 Days Ago
Unify starting ammo
26 Days Ago
Add a bunch of pickups to quicktest
26 Days Ago
Don't re-equip the same weapon in SwitchWeapon
26 Days Ago
This isn't necessary
27 Days Ago
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)
28 Days Ago
Don't pass data back and forth - just start the game in the modal itself
28 Days Ago
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
28 Days Ago
Steam Workshop Clothing (#1801) * When publishing clothing assets, upload a manifest item to the steam workshop and associate the asset with the workshop entry
28 Days Ago
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)
28 Days Ago
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)