250,427 Commits over 3,959 Days - 2.64cph!

3 Years Ago
Send initial skills state to player when connecting
3 Years Ago
Grant experience when gathering from nodes Implement level requirements for nodes
3 Years Ago
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
3 Years Ago
Fix water fetching depth even without a depth texture, also fixes asserts on tools Fix error on water parameters if they arent set at all
3 Years Ago
Fix chat immediately closing sometimes Hide chat UI in menus Update Towns.Common and Towns.Data Update code to use a shared ResourceNode entity instead of a different class per type
3 Years Ago
Enable legacy timestamp behavior in Npgsql to workaround a bug until its fixed WIP player skills Move Towns.CodeGenerator into the new Tools folder WIP setting things up to load resource node configs from JSON instead of having separate classes for all Progress on replacing separate resource node entity types with a single one Fix inacessible constructor
3 Years Ago
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 ) 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 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 Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
3 Years Ago
Removed construct vpk, not meant to be commited
3 Years Ago
Merge h2o into h2o staging for integration testing Adjust tunnel combined light for water on construct and remove old water sceneobject Move all sdfreflection code to shared code temp way to pass proxy mesh constants to main pipeline, batch them later only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem Move sbox_water to water, make shaders load without sbox_ prefix pass sunlight constants on a static sunlight Pass object velocity to splash calculation Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea Change parameters of default water material Disable reflections by default on water Add water material property, fix some things with reflection and splash Add water properties in construct vmap Shader objects for water Remove debug print Update watersplash_cs.vfx with our shared includes Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Use our shared includes on water vfx Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Unroll loop in water.shared Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> delete test_sdfreflections Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic Move ripples to a combo Remove high quality reflections from this branch Use generic AddCube function instead of reimplementing it Make debugview internal Make combos in water a bool rather than byte Merge branch 'master' into h2ostaging Merge pull request #124 from Facepunch/h2ostaging New Water
3 Years Ago
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack BaseTrigger handles touching entities properly when Enabling/Disabling Fixes sbox-issues/issues/1255 Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes Make Model.GetJson internal Added Model.GetAllData<T>() 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 Industrial strip light and fixing point- lod0 Merge branch 'master' of sbox Ability to render scenes with an orthographic camera `scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );` Fix duck, flashlight and slots for controllers Simplify glowstate names Use HDR buffer for bWantsFBCopyTexture Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4 Mark simple liquid as a non dev shader Setup fake lag config values on game server init so they take effect after server restart industrial strip light and fixture - rotated to point upwards and fixed self ilum Merge branch 'master' of sbox Remove non existent projects from groups.vgc InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return Added Model.ToString to include the model path Flush model game data node cache on model recompile Fixed Prop trying to get model game data of NULL model when its model is recompiled Fixed ModelDoc GameData nodes without properties not deserializing correctly industrial strip light - material group tweaks industrial strip light - updated model for material tweak industrial strip light - adjusted emissive values Merge branch 'master' of sbox ModelEntity.SetMaterial Make the API more clear as this is something people always happen to ask and unable to find Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes Make AssertX messages more clear Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject Merge branch 'master' into h2ostaging
3 Years Ago
Fix mini wheel collider
3 Years Ago
Fix ass attachment position
3 Years Ago
Sound events for .button Unicycle ensemble (list of equipped parts) Ensemble equip/unequip Client stores its ensemble, customize tab loads clients ensemble, equipping item updates server Live update UnicycleEntity when switching parts
3 Years Ago
smaller znear
3 Years Ago
Remove noclip controller
3 Years Ago
remove debug log
3 Years Ago
Update Player.cs
3 Years Ago
firstperson
3 Years Ago
Update Chunk.cs
3 Years Ago
Add chunk collision shapes to world body so player movement works on it
3 Years Ago
Cleanup voxel shader
3 Years Ago
Loading screen when connecting and joining to a server
3 Years Ago
Server connect screen clean up
3 Years Ago
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
3 Years Ago
Make AssertX messages more clear
3 Years Ago
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
3 Years Ago
ModelEntity.SetMaterial Make the API more clear as this is something people always happen to ask and unable to find
3 Years Ago
Mini dev wheel model Unicycle parts collection Populate custom parts when selecting a part type Fix misname Rebuild shit on hotload
3 Years Ago
fix intro powerup glow amount Merge branch 'master' of SpaceUsurperUnity
3 Years Ago
Move customize render scene to its own class to fix input problem
3 Years Ago
Fix menu not showing Customize tab generates preview from parts Adjust RenderScene position, size, & lighting RenderScene room and default position/rotation
3 Years Ago
Fix game metadata loading racing the HUD creation (no more empty crafting window)
3 Years Ago
.NET 6 + update all dependencies
3 Years Ago
Bit of cleanup Course timer, start/end checkpoints start and end timer Simple timer hud
3 Years Ago
More sculpts
3 Years Ago
Set max jump strength time to 1s Include roll in jump direction
3 Years Ago
steps map, and small changes to canyons map
3 Years Ago
industrial strip light - material group tweaks industrial strip light - updated model for material tweak industrial strip light - adjusted emissive values Merge branch 'master' of sbox
3 Years Ago
Fix compile error so the game runs, inefficient networking though
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
Inland sculpts around new cliffs
3 Years Ago
Fixed ModelDoc GameData nodes without properties not deserializing correctly
3 Years Ago
Remove non existent projects from groups.vgc InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return Added Model.ToString to include the model path Flush model game data node cache on model recompile Fixed Prop trying to get model game data of NULL model when its model is recompiled
3 Years Ago
MLRS art source backup
3 Years Ago
Added fake 2d tree cards + updated 3dsky scale
3 Years Ago
Desert cliff improvements. Road network Z pass
3 Years Ago
Tweaked how layouts are created Bind QFontDatabase Material icons
3 Years Ago
Settings tweaks !switch !release
3 Years Ago
industrial strip light and fixture - rotated to point upwards and fixed self ilum Merge branch 'master' of sbox