243,701 Commits over 3,898 Days - 2.60cph!

1 Year Ago
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1 Year Ago
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)
1 Year Ago
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.
1 Year Ago
Ensured player pose stays at default in rocking chair
1 Year Ago
TTT: Prevent error when NPC fires SWEP derived from weapon_tttbase (#2023)
1 Year Ago
Quick test from earlier
1 Year Ago
Tracked pose component Test player
1 Year Ago
Initial VR test scene
1 Year Ago
Add TargetEye property to camera component
1 Year Ago
Add Expose attribute to StereoTargetEye
1 Year Ago
Merge from main
1 Year Ago
VR Refactor (#1286)
1 Year Ago
merge from main
1 Year Ago
merge from global_networked_bases
1 Year Ago
merge from rail_network_link
1 Year Ago
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
1 Year Ago
Force disable GNB because of issues with mirrors
1 Year Ago
merge from main -> gnb
1 Year Ago
Not using this anymore Input stubs for legacy games
1 Year Ago
Rework how variables are added
1 Year Ago
Update Facepunch.ActionGraphs Support for node plugs in title bars Support for overriding getting relevant nodes without an input type
1 Year Ago
Fix rendering (this got fucked in the rebase, oops)
1 Year Ago
Merge fixes
1 Year Ago
plaster trim surface properties correction
1 Year Ago
[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
1 Year Ago
added three plaster trims + blends https://files.facepunch.com/jason/1b3111b1/sbox_Gw1TlwHHRg.png also corrected plastic_trim path
1 Year Ago
Attempt to fix client / server terrain mismatch where rail connects to monuments
1 Year Ago
Any / all action nodes
1 Year Ago
1 Year Ago
1 Year Ago
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
1 Year Ago
Warn if interopgen structs are less than pointer size, so should be marked with [small] Mark some stuff as [small] Bind SteamNetworkSocket, SteamNetworkConnection Cleanup
1 Year Ago
powerplant 2.0 greybox canditate progress
1 Year Ago
merge from main
1 Year Ago
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
1 Year Ago
updated jog SE anim
1 Year Ago
Vulkan submit tweaks
1 Year Ago
exported updated unarmed crouch anims and set to 50 frames in length
1 Year Ago
1 Year Ago
Listen for addon config updates, update collision rules
1 Year Ago
merge from main
1 Year Ago
merge from turret_interference_optimization
1 Year Ago
Load collision rules from current game package
1 Year Ago
Try setting SDL_VIDEO_X11_XRANDR for linux Apparently fixes multimonitor issues on some systems?
1 Year Ago
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
1 Year Ago
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
1 Year Ago
added ceramic_trim 1 + 2 + painted + blends https://files.facepunch.com/jason/1b3111b1/sbox_d9hOUKJGVY.png also added metal_trim_clean
1 Year Ago
Some cleanup/refactor.
1 Year Ago
merge from main
1 Year Ago
exported new player rifle attack and aimed attack anims