250,398 Commits over 3,959 Days - 2.64cph!
Fixed excavator metal output typo
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed, do basic render & input for main menu.
These transparently handle the differing coordinate systems from
Source to OpenVR.
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
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
Custom OpenVR interop bindings, grab the OpenVR interfaces from engine
Lets us cut out loads of bullshit making things way simpler and neater.
Restore viewport after rendering in VROverlayPanel
Simulate VR overlay mouse position properly from scale
Make engine construct OpenVR texture handles instead since they're graphics API specific
Update MouseScale properly on vr panel overlays
Update vr overlay panel render texture when panel bounds change
Hide vr overlays if vr dashboard is open
Document on when you should use an overlay vs a worldpanel
Dispose of all vr overlays on game end that may not have been picked up by GC yet
Prevent redundant calls to OpenVR in property setters
Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels
tidy up, unfuck namespaces / class names / docs
Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? )
Make VR overlays work in-game, hide them when the main menu overlay is showing
Fix interop issues from rebase/squash
Decide if VROverlayPanel does input from pointer-events
Allow absolute overlay transforms from seated or standing origins
Add relative overlay transforms from other overlays (they inherit visibility too)
Add Overlay.SetHudTransform( Transform ), set it relative to system.HeadsetView overlay view
Start exposing IVRInput to the managed engine, let us interact with actions internally ( shit like /user/hand/right )
Add relative overlays to tracked devices
misc mark shit as internal, fixes, tidy up
Split unicycle into parts
Frame, seat, wheel vmdls
Fix attachment
UnicycleEntity, assemble unicycle from parts
Adjustments and fixes
Wheel spin for new modular parts
Adjust tunnel combined light for water on construct and remove old water sceneobject
Apply to FrequencyConfig and CounterConfig as well
Merge h2o into h2o staging for integration testing
New UIAutoPanelCloser component that closes UI panels if the player dies, gets wounded or starts spectating
Applied to Assign to Friend, Sign painting, code lock and tech tree full screen panels
Make CargoPlane code support saving and loading
Enable saving on cargo_plane
Remove SavePause from cargo_plane
Add Tools/Cinematic/Lock Camera tool that snapshots the current position/rotation of a camera and locks the scene camera to that offset. Makes tracking objects in animations in the scene view a lot easier
WIP all sorts of work on wheel ground FX and general wheel/FX/suspension/steering kind of code. Various refactoring to share code between modular cars and snowmobile. Won't run right now, but at least compiles.
Restore the parachute entity reference when loading a supply drop (fixes parachute getting stuck on forever)
Fix splashes having incorrect offset when rendering view correctly
Iterate on water, fixes a lot of stuff, add most properties to the shader, add lots of combos
Disable multiview instancing combo for now, add a lot of shader code to shared code
Cleanup managed water code
Update pixelinput to support clipplanes
Debug visualization for sdf reflections
update test water vmat
Fixed IsOnThisModule method benig broken after the SleeperMounting merge
Snowmobile WIP terrain data and FX. Update modular car terrain system to allow sharing code etc. New ScriptableObject VehiclePhysicMatList holds the physic (sic) material data.
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Network Client.IsBot so it works clientside
lockout new code entry for x seconds after y failed attempts
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Removed Map VPKs (use backend version)
Finished final few holes with art (vpk on backend)
Started basic skybox
m_flCycle is now networked in range of -1 to 1, from 0 to 1
Added CLuaLocomotion.Get/SetClimbAllowed
Added CLuaLocomotion.Get/SetJumpGapsAllowed
Added CLuaLocomotion.Get/SetAvoidAllowed
Fixed func_movelinear spamming sounds when used with momentary_rot_button
GM:PlayerAmmoChanged now runs AFTER the ammo count has been changed
Improve spawnmenu resilience against addons that do not set Sandbox tool name
tidy up, unfuck namespaces / class names / docs
Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? )
Make VR overlays work in-game, hide them when the main menu overlay is showing
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Fixed some mission typos, incorrect text and wrong reward amount
Phrases
Citizen/animgraph: added flailing while airborne
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TTT: Updated language files (Community Contribution)
TTT: Fixed TTTCanPickupAmmo only allowing 'true' return values (Community Contribution)
Micro optimization in draw.SimpleText (Community Contribution)
These dlls aren't used
QtNetwork unused
Re-binding QAction to Option to avoid confusion with System.Action
Toolbars, tools list
Add sound on press on selecting character
Building brick skin preview models - pre-LODs
Removing previous iteration files
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Fixed suicide modal closing immediately in main menu
Hexagonal blur with controllable bokeh sides
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