244,328 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Cherrypicked bypass procedural spawn.
1 Year Ago
.gitignore: ignore all compiled content except shaders
1 Year Ago
3p rifle stance mask updates
1 Year Ago
lr300 - weapon prefab and override controller updates
1 Year Ago
holster position updates for a few rifles
1 Year Ago
Add bypass procedural spawn checkbox
1 Year Ago
Align player clientside forward to serverside forward on spawn.
1 Year Ago
Uncomment this stuff with updated vulkan headers 32 bit depth buffer doesn't imply reverse depth Pixel center always 0.5f
1 Year Ago
Try to load last opened scene on startup
1 Year Ago
Fix serialization changing component order
1 Year Ago
Panel Components (#23)
1 Year Ago
Cleanup
1 Year Ago
Update OpenVR from 1.16.8 to 1.26.7 (latest)
1 Year Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0
1 Year 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
1 Year Ago
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it Be a bit more accurate with Rotation equality Add SceneCamera.EnableUserInferface
1 Year Ago
Disable showing overlay user interface on scene camera
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from gnb_distance_convar_save
1 Year Ago
merge from halloween2023
1 Year Ago
Explicitly define GameRootPanel as not a world panel This shouldn't change anything but it makes me feel better MockHudPanel has mouse input
1 Year Ago
merge from building_skins_4
1 Year 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
1 Year Ago
Fuck all of that actually, just leave a better comment here
1 Year Ago
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
1 Year 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
1 Year Ago
Fix no collision Add UI category to object create menu UI test, screen and world panel
1 Year Ago
Add arrow navigation to component selector https://files.facepunch.com/tony/1b1611b1/sbox_RkwqBfEEYi.mp4
1 Year Ago
SWR collider tweaks
1 Year Ago
Single rack deploy guide meshes
1 Year Ago
Single rack item icons
1 Year Ago
Removed lettering from Small/Large trophy nameplates
1 Year Ago
Single item rack names
1 Year Ago
Add RenderOverlay Panel components GetComponentInParent takes an "and self" bool UI test panels
1 Year Ago
merge from main
1 Year 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
Leaderboard backup, run #6701
1 Year Ago
Added the ability to clear a trophy, resetting it to it's original state
1 Year Ago
Show a name tag on trophies
1 Year Ago
Signals seems to be managing to find each other in all situations now, while ignoring each other if facing the wrong way.
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Fixed corrupted 2module_flatbed prefab
1 Year Ago
Workbench description update
1 Year Ago
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
1 Year Ago
Import Terrain to Mesh
1 Year Ago
Fixed bugs with signals getting the next signal
1 Year Ago
More signal WIP
1 Year Ago
Fixed distAlongSpline bug