243,701 Commits over 3,898 Days - 2.60cph!
Save NPC max health, and set max health for NPCs from spawnmenu
Added PreRegisterTOOL (Community Pull Request)
TTT: Prevent tttbase Lua errors with NPCs (Community Pull Request)
Add PreRegisterTOOL hook (#2022)
Considering https://wiki.facepunch.com/gmod/GM:PreRegisterSENT and https://wiki.facepunch.com/gmod/GM:PreRegisterSWEP both exist, i figured PreRegisterTOOL should exist too.
It'd help with preventing some tools from loading / modifying tools.
Ensured player pose stays at default in rocking chair
TTT: Prevent error when NPC fires SWEP derived from weapon_tttbase (#2023)
Tracked pose component
Test player
Add TargetEye property to camera component
Add Expose attribute to StereoTargetEye
merge from global_networked_bases
merge from rail_network_link
Update Facepunch.ActionGraphs
Support for node plugs in title bars
Support for overriding getting relevant nodes without an input type
Merge branch 'master' into vr-refactor
Force disable GNB because of issues with mirrors
Not using this anymore
Input stubs for legacy games
Rework how variables are added
Update Facepunch.ActionGraphs
Support for node plugs in title bars
Support for overriding getting relevant nodes without an input type
Fix rendering (this got fucked in the rebase, oops)
plaster trim surface properties correction
[Squash] Initial managed VR code, delete VR project
[Squash] Add `IsLeftHandDominant`, `Enabled` properties + `TriggerHapticVibration`
[Squash] Document TrackedDevice, remove unused, update skeletal data
Submit all the info we need to camera renderer + start rewriting stereo rendering
[Squash] Initial managed VR / stereo rendering logic
[Squash] Poll events & get poses correctly
[Squash] Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`), submit for DX11
https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png
[Squash] Bind GetLastPoses, clean up
Update OpenVR from 1.16.8 to 1.26.7 (latest)
[Squash] Fix IPD calc, camera positioning, fix InchToMillimeter that was converting from mm to inch
[Squash] Dispatch submit func from scenesystem, do submit on render thread
[Squash] Digital / skeletal / pose action data + helper funcs for retrieving all action data
Remove unused (mostly legacy stuff)
# Conflicts:
# engine/Sandbox.Engine/EngineLoop.cs
Revert "Remove unused (mostly legacy stuff)"
This reverts commit ab8ea1a69e47ddff1367df4d5f00a1975def5d99.
Vulkan - explicit timing/post present handoff, submit logic
# Conflicts:
# engine/Sandbox.Engine/EngineLoop.cs
Remove runtime VR enable/disable
Doesn't work for vulkan which is what we're aiming to eventually primarily
support - ideally we want something like this issue describes:
ValveSoftware/openvr/issues/993
I did try re-creating the render device whenever VR was enabled/disabled
but couldn't get this working and I think fixing it is out-of-scope here.
[Squash] Refactor HMD-specific tracking code
[Squash] Finish VR analog/digital input, clean up
[Squash] Vulkan submit tweaks, log compositor errors
added three plaster trims + blends
https://files.facepunch.com/jason/1b3111b1/sbox_Gw1TlwHHRg.png
also corrected plastic_trim path
Attempt to fix client / server terrain mismatch where rail connects to monuments
Vulkan BarrierHelper
Use barriers for the multipass texture downsampling, this was messing up our depth pyramid making mips look like this: https://files.facepunch.com/matt/1b3111b1/qrenderdoc_bn7FgvAx1n.png
Warn if interopgen structs are less than pointer size, so should be marked with [small]
Mark some stuff as [small]
Bind SteamNetworkSocket, SteamNetworkConnection
Cleanup
powerplant 2.0 greybox canditate progress
Move these procedural layer renderers to not be inline, drop Vr prefix from quad renderer
Move tiled light culling to it's own layer renderer ( this should be per-view in the lightbinner really, but I can't touch that right now )
Buffer barriers on the culled lights buffer
exported updated unarmed crouch anims and set to 50 frames in length
Listen for addon config updates, update collision rules
merge from turret_interference_optimization
Load collision rules from current game package
Try setting SDL_VIDEO_X11_XRANDR for linux
Apparently fixes multimonitor issues on some systems?
Make fps_max save, and add an option for it in video settings
Save NPC health in duplications
Internal code cleanups
Removed useless macro, reduced usages of ErrorNoHalt in favor of its "with stack" alternative.
ProtectedCall supports varargs just like pcall
Update .gitignore
Update 360controller.cfg
remove tf2 specific stuff
MAX_MAP_ENTITIES to 32k
Move Multiplayer options tab to front, and rename it to GAME
Also moved FOV and Fast Weapon Switch options to it, removed those from their previous places, removed "Advanced" keyboard options which are now obsolete
Try bumping MAX_MAP_ENTITIES to 65k
For that one map author that refuses to optimize their maps
Try bumping engine hunk limit to 256MB
Try bumping MAX_MAP_ENTITIES to 65k
For that one map author that refuses to optimize their maps
Try bumping engine hunk limit to 256MB
added ceramic_trim 1 + 2 + painted + blends
https://files.facepunch.com/jason/1b3111b1/sbox_d9hOUKJGVY.png
also added metal_trim_clean
exported new player rifle attack and aimed attack anims