240,749 Commits over 3,867 Days - 2.59cph!

3 Years Ago
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
3 Years Ago
remove garbage comment
3 Years Ago
Initial work on auto saving navs to vpk Allow saving navs to VPK automatically
3 Years Ago
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3 Years Ago
More wheel stuff
3 Years Ago
Wheel stuff
3 Years Ago
Improve fog and refraction
3 Years Ago
More snowmobile WIP. Compiling now
3 Years Ago
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
3 Years Ago
this bad boy can fit so many cliffs in it *slaps roof*
3 Years Ago
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3 Years Ago
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3 Years Ago
Start refraction work
3 Years Ago
More WIP snowmobile code
3 Years Ago
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3 Years Ago
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3 Years Ago
Cleaned up old east inland splats
3 Years Ago
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3 Years Ago
WIP converting CarPhysics to be more generic, so snowmobiles can use it too. + some snowmobile code.
3 Years Ago
Road normal/tangent tweaks to mitigate an intersection issue. (temp fix)
3 Years Ago
More sculpts/backup
3 Years Ago
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3 Years Ago
Added support for alt look while spectating (added a new model state flag to track when a player is alt looking)
3 Years Ago
Fixed input rebinding !switch !release
3 Years Ago
- 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.
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
Rename ModularCarPhysics to CarPhysics
3 Years Ago
Rename EntitySpectateAware -> LocalOrSpectatePlayer Update RPC overloads
3 Years Ago
Support for single Joy-Con in single player !switch !release
3 Years Ago
Merge VehicleUpdates -> Main, let's try this again
3 Years Ago
Sculpt backup
3 Years Ago
Use RG16F for splash
3 Years Ago
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler Code cleanup, make it have our current shader coding style
3 Years Ago
Fix for revertion bullshit in northern terrain data
3 Years Ago
Most remaining east inland cliffing
3 Years Ago
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3 Years Ago
merge from permstore_1
3 Years Ago
Fixed a bug displaying which weapon upgrades are already owned
3 Years Ago
Refactor of weapon upgrades. Almost completely implemented weapon selection + upgrading in the new Station Screen.
3 Years Ago
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3 Years Ago
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3 Years Ago
Updated test-procedures.md
3 Years Ago
Missed an include
3 Years Ago
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
3 Years Ago
Connection lanes implementation All SendMessage overloads have optional laneIndex
3 Years Ago
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
3 Years Ago
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
3 Years Ago
Add icons to the stationscreen
3 Years Ago
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
3 Years Ago
styling for weapon selector