243,208 Commits over 3,898 Days - 2.60cph!
Remove CPU debug log
Mantis -> Dragonfly
Update Thumbnails & Thumbnail Generation
Underwater divesites ABC base setup
Unity scene setup with S2P groups
Merge main -> travelling_vendor
Add support for optional extensions, e.g. XR_EXT_hand_tracking
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
Remap worldpanel depth correctly, fixes depth issues
Treat worldpanels as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Update Facepunch.XR to 92bea5f
Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Init package string table before loading menu
Main menu panel has background if running in VR
Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)
Update Facepunch.XR to 8839c8e
Remove unused InputSource and InputSourceHandle properties on TrackedDevice
Make headset a tracked object, means it can appear in Input.VR.TrackedObjects & matches controllers
Changes the API without breaking it, e.g.:
`var headTransform = Input.VR.Head;`
becomes:
`var headTransform = Input.VR.HMD.Transform;`
Added initial particle effect for simple smokes (CSGO style). Add option for fuse delay to enable a fuse effect prefab after some delay, we can add sounds here. Can also add a sound emitter for smoke release to smoke effect prefab
Updated all radiator positions throughout level
tweaked radiator props draw distances, added a white material variant
m9 bayonet texture updates
set dressing progress backup
Reduced bike passenger view range by 10 degrees each way. Reduces horrifying body twist.
viewmodel handcuffs - setup viewmodel renderer script
Remove transition times on cuffs VM deploy state animations to fix visual state bug
Fix minimap/bombsite labels
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
blunderbus admire animation edited
Update Facepunch.ActionGraphs
* Optimization when cloning
* Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
radhouse apartments and radiator collision fix
Moved play area overlay panel so it's not in front of the crosshair
Cash grab can support 10v10
Added new remove hood and cuffs radial icons
Update particle_rock_burst.prefab
Update particle_bug_splat.prefab
Fixed bikes drifting slowly when idle and awake
m9 bayonet world model and lods
https://sbox.game/facepunch/w_m9bayonet
Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506)
ByteStream Rewrite (#1610)
* Added failing ByteStream stress test
* Rewrite ByteStream to use Span / ReadOnlySpan where possible
Start pending components before physics step - fixes physics step running before joints are created
set dressing progress backup
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609)
https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
Fix SoundEvent.GetNextSound random not using the full range of sounds
Fix NRE in Collider.RebuildImmediately
Fixed showing any old weapon as a marker
Demote spawn point error to a warning
Fix NRE in AimWeaponComponent
merge from demo_map_nre_fix