243,445 Commits over 3,898 Days - 2.60cph!
Merge clientside and serverside physobj scaling code
Update button spawnicons to face the camera
mat_viewportscale tiny value Problem
Remove unintended label from HL2 spawnlist
Fixed stray "Other2" category name fallback in spawnmenu
Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed )
This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow
Speed values of 0 or below mean do not allow movement.
Added RegisterMetaTable( name, table )
"anim" type SENTs move physics objects clientside for you
Hopefully this will not cause any issues
surface.PlaySound can accept soundscript names clientside
This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all.
Minor tweaks to the IO handle positions
Reduced medium battery size by ~15% to balance them against large batteries and make them fit under half walls
https://files.facepunch.com/Flavien/EoVPFQpcxFVKJJdp.mp4
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
updated sprite animations
Move xrWaitFrame into BeginFrame, sync now just calls EndFrame() and BeginFrame()
world cuffs setup - Added poses for open & closed, as well as 'locked' bool to traverse between states
Initial FPXR presentation logic
blunderbus 3p updated anims exported
Max 1 second xrWaitSwapchainImage timeout
Bundle compositor operations into Sync()
Fixed WorldPanel.RayToLocalPosition when scaled
Fixes Facepunch/sbox-issues#5558
Delete all OpenVR files & references, stub out anything that required them
fpxr update
Basic setup for pulling over
Fix bone merged skinned model first frame being wrong
PartyRoom.SendChatMessage
Load API layers 🙈
This is redundant
Platform defines in fpxr.h and fpxr.cpp
Section headers
Compositor submit - copy app-provided texture data into OpenXR-provided swapchain images
3p handcuffs updates:
- rigged world model, added poses
- added worldmodel animator
- setup entity with cuffs model
- added 1st pass 3p anims
Flourbag prop added to packaged food
Fixed WorldPanel gizmo scale
Fix bounds for scaled WorldPanels
Scaled up panels were getting culled while on-screen
blunderbus 3p and viewmodel updated anims exported and holster positon setup
Fix formatting not working for bullet/numbered lists for the in-game news
▅▊█ ▄▅▆▋ █▌▌▉▍▉▍▉▌▌▋ ▄▄▅▌▍ ▆▉▊▅ ▇▅▇▌▅▇▆█ ▉█▉▆█▅ (█▆▇▇▋▅▊, ▄▉▋▆▋▆▅, ▆▊▆██▄)
merge from hackweek_renderlod_collapse
Fixed null renderers in the HideIfScoped viewmodel component causing NRE's (currently caused by flame arrows on the crossbow)
Fixed flame arrows on crossbow not hiding their particle effects while using a scope
Spooky speakers audio now falls under the voice props volume slider
Remove translation debug logs
Fix RustCamera spamming exceptions in the editor when switching from server to client mode
Added compiled colorgrading shader
Added compiled colorgrading shader
World-space UI leaderboards in lobby
https://files.facepunch.com/ziks/2024-05-23/sbox-dev_kqddkvk4SA.png
(Why does it think I'm in France?)
Work in progress - colour grading
Variuous changes - exposure added in RGB and HSV
Fixed oven loot panels not working (incorrect compiler define)
Safety check for EmissionToggle renderer collapses
fpxr_platform.h no longer required
FPXR: Session now handled by Compositor, Instance is now a class
Apps need to be able to access vulkan extensions before making vulkan devices etc
More ent setup and gameplay wip
Make all this easier to include in a project, don't include fpxr_platform in fpxr.h
▋▇▍▅▍█ ▋█▊▆▆▍▅▉▍▊▇▉▉ ▄▋█▍▍▋▄
Use explicit UAV barriers for cubemapper
Added support for multiple disable groups to CinematicEntity
Sort envmaps properly
Fix debug vis on Material API
https://i.imgur.com/v1jw9qv.png
Ambient occlusion debug vis
https://files.facepunch.com/sampavlovic/1b2311b1/ao.png
Wallbanger
AStar distance limit fix
Only choose from last 5 unlocked enemy types
Vaulter sound effects
Ghost color fix
Fixed broken modular car spawn commands