257,693 Commits over 4,049 Days - 2.65cph!
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel
VROverlay input system for UI using input data from OpenVR
Handle scroll events on vr overlays, turn it into InputData for UI
Make vr controllers scroll UI the right way and consume the delta after it's used
VR mainmenu, split out the lobby bar into a seperate offset overlay
Initial work on auto saving navs to vpk
Allow saving navs to VPK automatically
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Improve fog and refraction
More snowmobile WIP. Compiling now
Minor controller improvements
Fall when hitting wall too hard
Predict the right moving parts
Change checkpoint to bounds entity, respawn at random point inside checkpoint
this bad boy can fit so many cliffs in it *slaps roof*
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Cleaned up old east inland splats
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WIP converting CarPhysics to be more generic, so snowmobiles can use it too. + some snowmobile code.
Road normal/tangent tweaks to mitigate an intersection issue. (temp fix)
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Added support for alt look while spectating (added a new model state flag to track when a player is alt looking)
Fixed input rebinding !switch !release
- Changed some more GetWorldVelocity calls into GetLoalVelocity, so they'll work if parented.
- Moved GetLocalVelocityServer and GetAngularVelocityServer rigidbody-based overrides into BaseVehicle, so we don't have to override with the same method for every new vehicle.
Rename ModularCarPhysics to CarPhysics
Rename EntitySpectateAware -> LocalOrSpectatePlayer
Update RPC overloads
Support for single Joy-Con in single player !switch !release
Merge VehicleUpdates -> Main, let's try this again
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler
Code cleanup, make it have our current shader coding style
Fix for revertion bullshit in northern terrain data
Most remaining east inland cliffing
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Fixed a bug displaying which weapon upgrades are already owned
Refactor of weapon upgrades. Almost completely implemented weapon selection + upgrading in the new Station Screen.
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Updated test-procedures.md
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods
try-catch ModelBreakCommand execution
Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data
Implemented (and moved to managed) break_create_joint_revolute model break command
Connection lanes implementation
All SendMessage overloads have optional laneIndex
VROverlay: handle key management automatically internally
Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it
Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
Add icons to the stationscreen
Remove NativePointer, simplifying managed object pointers in native
Refactored so managed classes in c++ use handles and aren't pointers to classes
Clean up InteropSystem
Refactored m_pManagedPtr to EntityObject