252,654 Commits over 3,990 Days - 2.64cph!
Add IsStart & IsEnd to Checkpoint entity
Add jump course and start/end checkpoints to playground
Spawn player at the starting checkpoint
Create button.hover.vsnd_c
Reduce StopSpeed
Jump strength determined by how long you hold jump
Max air turn speed
Reduce speed if holding break after landing a jump
Added some exterior map detail and hut
Okay, refactoring vehicle chassis visuals again, but I think we're there now
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More snowmobile code WIP, mostly client-side wheel related. Sharing more code with modular car.
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Only spawn players when minimum of 2 are on - spawn in respective "seat". Seat each player correctly and ensure VR anchor is rotated properly. Fix Znear so people stop crying
Spent some time with my mate's actual slingshot, improved rest behavior. Pouch hangs back and lower from the slingshot generally and rests faster.
Fixed spectator error when some weapons are admired
Remaining cliffing south of launch site
Fixed standalone errors !switch !release
More input fixes
Added offline legal pages
Show legal pages using offline HTML viewer !switch !release
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Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
Industrial strip light and fixing point- lod0
Merge branch 'master' of sbox
Prevent Surface being able to have itself as the base surface
Fixed GlassShard.CalculateArea not working on client
func_shatterglass: Added ability to change material when the glass breaks
If VR is enabled make the GameList.ControlTag default to VR
Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k )
Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters
Remaining snow area south of river
KeyEvent, Focus, Blur hooks
Add Widget.ScreenPosition, Widget.ToScreen( pos ), Widget.FromScreen( pos )
Added Widget.IsTooltip
Add Menu.Clear
Add QKeyEvent
Move console autocomplete to engine glue instead of client
Add Widget.PostKeyEvent( key )
Allow native pointer type equality comparisons
Use true luminance for disc fill
SE snow inland spawn backup
Quite happy with this behaviour (pouch grabbing still not predicted)
Make Model.GetJson internal
Added Model.GetAllData<T>()
Fixed player releasing pouch too fast when grabbing and moving quickly
Predict main slingshot - do not predict the pouch nor grabbing (for now). I may make the entire slingshot client-side with a proxy for other players. Implement Egg test. Can fire "eggs" (currently debug spheres). Remove camera class.
fucking fixed viewport offsets
Mange all render targets on C# side, use full HDR now
Fixed crash in about box (GraphicsWidget multiple inheritance fucking us)
Add ropes and remove any attempts at prediction (for now)
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Customization menu mockup
Add console commands from Sandbox.Menu dll making menu_reload work again
Add missing internals to a couple OpenVR structs
Add float.MeterToInch / float.InchToMeter extension methods
Make main menu VR overlay properly show when ingame
Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Interopgen OpenVR's IVROverlay to managed engine
Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated
VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes
When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass
Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )