240,767 Commits over 3,867 Days - 2.59cph!

12 Months Ago
Cleanup
12 Months Ago
Update OpenVR from 1.16.8 to 1.26.7 (latest)
12 Months Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0
12 Months Ago
Delete VR project Simplify MaterialSystem2 VR code, don't do any native VR setup Initial basic managed openvr setup - just logs hmd position to console for now Debug all tracked devices Skeletal input data Actions, action sets, action state, analog input data Move native wrapper functions into VRNative class Rename enum values Remove unused input source strings Hook up compositor, settings, device properties & info Move constants Move a bunch of stuff in VRNative, clean up Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now Only init if -vr specified, ensure active Init overlay, bindings for dashboard visible & drawing controllers Move vr-specific input into Sandbox.Engine Proper way of converting matrices from steamvr -> sbox, push test hmd data to game C# has control over whether vr is enabled Also add `vr_enabled` concmd so that we can test toggling VR at runtime IsLeftHandDominant, Enabled TriggerHapticVibration Document TrackedDevice, remove unused, update skeletal data Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms Compositor submit bindings, cleanup Submit all the info we need to camera renderer + start rewriting stereo rendering Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing Clean up Initial managed VR / stereo rendering logic Remove tracked device debug spew SceneCamera.RenderStereo, allow eye targeting Build & override camera frustum based on params provided by steamvr Clean up unused shit Remove native SetupStereoFrustums Remove unused camerarenderer stage RenderStereo uses correct view flags etc., clean up Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken Initial compositor submit, Vulkan only for now Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL Poll events & get poses correctly Check error inside PollEvents Clear first draw Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`) https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png Submit & impl submit for DX11 Fix VRCompositorError_SharedTexturesNotSupported on dx11 Tidy up submit logic Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it MSAADefaultNonVR -> MSAADefault Bounds fix Merge fixes
12 Months Ago
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it Be a bit more accurate with Rotation equality Add SceneCamera.EnableUserInferface
12 Months Ago
Disable showing overlay user interface on scene camera
12 Months Ago
Merge from main
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
merge from gnb_distance_convar_save
12 Months Ago
merge from halloween2023
12 Months Ago
Explicitly define GameRootPanel as not a world panel This shouldn't change anything but it makes me feel better MockHudPanel has mouse input
12 Months Ago
merge from building_skins_4
12 Months Ago
Initial Vulkan update merge New rendersystem interface bits Base rendersystem updates Sync rendersystemempty w/ public Partial update rendersystemdx11 scenesystem updates rendersystemvulkan bits and bobs Minor glossary of differences we keep with upstream rendersystemvulkan Update thirdparty/vulkan, custom Valve changes Some more shit Can use these vma internals now Keep numStages at 5 for offset calculation (for now) vk: check what depth format is properly supported msaa stuff
12 Months Ago
Fuck all of that actually, just leave a better comment here
12 Months Ago
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
12 Months Ago
Make sure intermediate depth matches intermediate output color render target ComputePipelineRenderTargetInfo doesn't care if toolview is false This does the same shit r_textures_list_all - see all resident textures
12 Months Ago
Fix no collision Add UI category to object create menu UI test, screen and world panel
12 Months Ago
Add arrow navigation to component selector https://files.facepunch.com/tony/1b1611b1/sbox_RkwqBfEEYi.mp4
12 Months Ago
SWR collider tweaks
12 Months Ago
Single rack deploy guide meshes
12 Months Ago
Single rack item icons
12 Months Ago
Removed lettering from Small/Large trophy nameplates
12 Months Ago
Single item rack names
12 Months Ago
Add RenderOverlay Panel components GetComponentInParent takes an "and self" bool UI test panels
12 Months Ago
merge from main
12 Months Ago
tier0: new memalloc aligned16 accessors CResourceNameGetter inherits CResourceName Don't stub CSceneSystem::SetMainSwapChain in tools, why would we not want SCENE_RTSIZE_FRAMEBUFFER the correct size RenderTarget.GetTemporary uses 32 bit depth when needed fix options.cpp redefinition
12 Months Ago
Leaderboard backup, run #6701
12 Months Ago
Added the ability to clear a trophy, resetting it to it's original state
12 Months Ago
Show a name tag on trophies
12 Months Ago
Signals seems to be managing to find each other in all situations now, while ignoring each other if facing the wrong way.
12 Months Ago
Merge Main -> Experimental
12 Months Ago
Fixed corrupted 2module_flatbed prefab
12 Months Ago
Workbench description update
12 Months Ago
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
12 Months Ago
Import Terrain to Mesh
12 Months Ago
Fixed bugs with signals getting the next signal
12 Months Ago
More signal WIP
12 Months Ago
Fixed distAlongSpline bug
12 Months Ago
Signal learns its block size
12 Months Ago
First pass on a way to bake foliage into a scene at edit time Uses new FoliageBaker component, use Bake and Clear buttons in editor to wipe the foliage and regenerate it Created new foliage.v3_tutorial foliage spawn config with the appropriate components added, still has all of the foliage on the foliage.v3 object
12 Months Ago
Signal can find the next signal and pass the info back
12 Months Ago
Accept stopAtSignal parameter
12 Months Ago
Added truck model blockout for a preview
12 Months Ago
Some more track spline code cleanup
12 Months Ago
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
12 Months Ago
Reworked trophy head submit process
12 Months Ago
Editor.Animate promoted to public
12 Months Ago
Merge rail_network_link -> TrainSignals
12 Months Ago
Cleanup, docs, fixed search targeting the current selection - instead reset selection entirely