1,584 Commits over 1,127 Days - 0.06cph!
set ident to facepunch.tabletennis
Can drop the ball with your left hand by pressing X, and transfer paddle velocity into the ball on hit. Need to do this better by figuring out local velocity of the point from the angular velocity of the paddle.
Make Input.VR.Left/RightHand.ButtonA/B.WasPressed work within Simulate ( before this only worked clientside in FrameSimulate )
VrHand.AngularVelocity Vector3 to Angles - unfuck the code behind it treating it like SteamVR coordinates which ended up giving batshit values, now it's just degrees/s
Move the paddle a bit further down so you're actually holding it
Make surface assets for the ball, paddle and wood with realistic restitution values (can you hook these up to the models/materials @bakscratch)
Tidy up our physics code a bit and use the restitution coefficients
Set MaxPlayers to 2
Fix regression where entities base properties were getting stomped
Fix regression where entities base properties were getting stomped
Delete FgdWriter, pretty sure everything is managed gamedata now
Fix base addon entities not getting added to Hammer because they don't have a package
Load all entities that live in Sandbox.Game into GameData ( Lights )
Oops, make sure it's this paddle that's colliding with the ball
Put different client pawns at the end of each table
how'd I cock this up
Improve VR anchor positions
Turn the paddle around, black side is back hand I think?
Better test camera position & fov so I can see wtf is going on
Add a PlayerPawn which has a Paddle which tracks the ActiveBall
Paddle hits the ball from a Simulated context, if the ball hit the paddle it'd be shite, do this from Simulate so it can be predicted/clientside authorative
Also get some bounce / hit sounds going
Hook our paddles up to Input.VR.RightHand and set our anchor position, can whack balls in VR now
Initial commit
Base empty s&box game
Some basic table tennis physics with accurate gravity, mass, bounce factor and some air drag.
If we can't allocate transform data (because of shitty small cbuffers) stop trying to render instead of just crashing, this should fix Hammer crashing on complex maps temporarily until structured buffers are merged in.
AddonConfig.GetPackageType() supports tool, fixes tools showing in local games list
Cursor gets set properly when you focus back into the game from tools
Fix `cursor: none` not working ( last cursor type wasn't getting set and always assumed to be 0 (None) )
Bit of error checking in CSteamAudioScene::BakePathData when creating path data to avoid access violation crash and give us the actual error
Hammer: Add toggleable fullscreen layout ( Shift + Alt + Z )
https://files.facepunch.com/matt/1b1211b1/sbox_0AAXaFMbCO.png
Add description to ModelDoc prop_data "Bake Lighting As Static Prop" so it doesn't seem unimplemented
Delete ModelPropData.AllowStatic - did nothing
Collapsible game tabs in Hammer entity selector
https://files.facepunch.com/matt/1b1111b1/sbox_h9bb4QJuJf.png
Replace per tool GameData with a shared one managed by IToolFramework2, move the managed GameData out of Tools.MapEditor and into Tools, same with it's interop.
* Decoupled CGameData from CGameConfig (mapdoclib), removed g_pGameData use the IToolFramework2 locator now instead.
* Initialize managed GameData from CToolFramework2::Init() before anything could ever need it.
* Populate GameData from managed asynchronously, this solves race conditions of loading Hammer too fast, as well as letting you add localaddons mid game.
Tool scenes loading maps will now have access to all this managed game data too, solving lighting issues / missing sky boxes in modeldoc / others.
This also gives us a very easy route to deprecate fgd files in ModelDoc if desired.
Instead of loading GameData from addons on initialize, load it in from assemblies when added to GameAssemblyManager
Unfuck the map compilation, gotta use a dirty global for gamedata still in mapdoclib, set it automatically when toolframework2 is avaliable, mapcompiler manages it's own manually though.
A couple of dirty hacks to do this, we can undo these if we end up making map compilation not use a seperate process - or there may be some nicer ways to do these globals.
Add some additional launch profiles to Sandbox.Engine for VR or going straight into a map, etc.
Add VR checks when creating a VROverlay
Don't try creating a borderless window in tools mode, fixes keyboard input not working in-game on tools
VR: Get auto fidelity levels actually loading from their config, they don't seem to do anything yet though so need to tinker more
Fix bizzarre rendering logic preventing VR autofidelity from setting the render targets size
Default vr_depth_submit to on
VR overlays should set their transform from standing origin, this should be more consistent with everything else in the engine now
Added `VrHand.TriggerHapticVibration( float duration, float frequency, float amplitude )` Usage: `Input.VR.LeftHand.TriggerHapticVibration( 0.25f, 100.0f, 1.0f )`
This is clientside only for now, we can probably hook it up as an RPC though if it's required.
It would've been nice to hook this up as a unified API with controller vibrations, but haptics and rumble are pretty different, enough that emulating it either way ends up being utter wank.
VR: Simplify and remove more code that we use OpenVR for or has no purpose for sbox
VR: Submit depth texture to the SteamVR compositor, flagged behind `vr_depth_submit 1` - this primarily assists Occulus' time warping / reprojection, but could help other HMDs too
Remove CS:GO freeze frames from world renderer ( they didn't work, if you wanted them to work you'd easily make them in C# )
Remove some dead code from world renderer
VR ALWAYS uses a compositor, remove a lot of dead code from the renderer
Fix VR window display being bizarrely offset or not displaying anything at all depending on VR render resolutions
VR: Set the render viewport to the SteamVR recommended render target size and not the window size ( this was making the default resolution 1080p )
Hammer: Add tiling support to fast texture tool ( behaves exactly the same as the one in dota tools )
Before: https://files.facepunch.com/matt/1b0211b1/sbox_8X63pqiVql.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_ylhMiqliDi.png
Improve Hammer workflow for creating game entities
https://files.facepunch.com/matt/1b2911b1/sbox_qmlxFg0pft.png
Use a factory interface for Hammer tools as natively there's a tool class for each open editor session
Hammer: EditorDefaultValue add support for Color, Vector3/2, Angles, Rotation - allows you to specify default values as you would expect instead of as a string in an attribute
```diff
- [Internal.DefaultValue( "0 0 0" )]
- public Angles MoveDir { get; set; }
+ public Angles MoveDir { get; set; } = Angles.Zero;
```
Revert "Fixed default value for Entity Color in Hammer"
This reverts commit 78256d7b7abf88f067cd05ce857a804cbb5e493c.
Fix insane memory usage (6.8GB -> 700MB in menu) - thread_local in CNetworkStringTable was creating 20MB of buffers per thread..
Hammer: Set entity origin when creating a solid entity in Entity Tool
Hammer: Override materials on the preview mesh for Block Tool when creating a solid entity with [Hammer.AutoApplyMaterial]
Fix game hang when the SDF shapes cbuffer can't be locked and it's handle invalid, prefer tier0 V_memcpy
Fix Hammer door helpers - merge the duplicate doorhelper and door_helper classes so you don't get fooled into using the wrong one
Copy & restore clientside Input state during Simulate, should fix double inputs when you press exactly on a server tick
If Input.Down/Pressed/Released are used serverside outside of a simulated context throw a warning that you're using it in the wrong place
Fix Input.Down / Input.Pressed being delayed or not working at all when used clientside outside of Simulate
Fix [Hammer.DoorHelper] using the wrong editor helper
Compiler reference System.Net.Sockets.dll - not whitelisted, useful for tool addons though
Fix crash when launching game with no audio devices
Read GameClass Helpers from KV3 ( fixes them not being in resourcecompiler and weird shit like lighting breaking because of it )
Call managed PostLoadMap just before the Hammer world is loaded, load our remote packages (if any) there
Add a couple of links in the Help menu to the wiki and issue tracker
Don't presettle prop physics that have Static set ( same behaviour HLX would do with Motion Disabled spawnflag )
Make sure base addon is always compiled in tools mode even with no local addons - fixes base entities not showing in Hammer
Fix Hammer gradient fog preview, managed gamedata classes are checked for globals now
Fix crash when loading a map with entities from a remote package
Remove facepunch.dm98.fgd
Resolve obsoletes, give each entity a nice [Display] name
Fix help descriptions not showing on entity properties, also give each map class a help context related to their dll
Fix base properties (targetname, tags, etc.) not using proper prop type