254,385 Commits over 3,990 Days - 2.66cph!
Fine tune ruleset, add more gems
Hook up bouncing target button too
Fixed other buttons being broke
Use actiongraph to add a couple of buttons that control the target's distance
Hooked up first moving target
Cliff progress
Greyboxed coastal cliffs
Prototyped a walkable sloped path that will allow steep cliffs to be climbed
More work on the hill cliffs
Greyboxed coastal rocks and did first placement pass
Deleted obsolote files
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Treasure, stacking, rework exiting
Add shooting range target mat
Merge from hackweek_combat_playground -> aux2
Overheating now causes food and hunger penalty instead of health loss
Clean up, move everything into OpenXR class
Default to sending replicated convar to server instead of telling me I can't run it clientside
Add replicated convars to scale player movement speed clientside
- movement_speed
- sprint_speed
- jump_height
- fall_damage_threshold
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Ensure scientists won't be targetted by heli
Rigidbody and speed information now applied to wheels on the clientside
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Allow grenades & explosives to be modded
Workout bones and attachments on first set model
Fixed vendor not restarting properly after stopping
FP.ArrayPool fixes to not return too small buffers
Optimize ReadFromStream(Stream, int) to not allocate because the length is known
Sidebar menu and links are now components
Game over, can respawn in the lobby
New players spawn as ghosts (except in lobby)
Some DOF shader optims - Work in progress
Some DOF optimisations including eliminating trig from pixel loop.
This is Work in Progress, could do more optims here.
Set up GameTile component and Genre Tile icon support
Log session state info
Environment blend mode logic
View configurations, create swapchains
vm sks - added walk state & forward param to anim controller
Added CharacterController.UseCollisionRules bool
Melee attack
Death
https://files.facepunch.com/ziks/2024-05-10/sbox-dev_nXqgcug2DS.mp4
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Fix Json.SerializeAsObject handling indexers
Poll for all events (defined in https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#_xrpollevent)
ApplicationRunning default
Clean up
added missing skin models and cleaned up scene, sorted alphabetically
Bend over backwards to give OpenXR the exact vulkan instance it wants
Remove hack & fetch instance extensions properly
VRSystem has state, logical split for instance/session
Basic event loop polling
Handle session events, begin/end session
Log unhandled events
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Read bone positions to GameObjects on first frame animate
winter coat and trapper hat LODs
Initial work on stopping for bradders
vtf project unused
Save Scene default path is assets path