243,460 Commits over 3,898 Days - 2.60cph!
Successfully ignores people who try to block its path
Fix in-game news header stretching/squishing
Add `auto_refresh_region` convar
- defaults to false on linux so it only gets ping region on startup
Debug lists
Ensure targets are in the right dictionaries
Ignored players are now properly removed from the blockers list
Fixed crashes due to recent changes to gib system
Let's try this again: unload unreferenced materials in more places
This is aimed at making sure content from maps is unloaded before content from another map is loaded
RPC fixes.
Deploy in correct state.
Auto select functionality.
Return compositor & event manager by value, clean up
Allow selected mesh faces to be extracted and put into a new mesh
Create vulkan transfer queue, command pool, command buffer for copying images across
Imported Dolly and Trolley Props
Added Textures and Materials for Dolly and Trolleys
Setup Dolly and Trolley Prefabs, Colliders and LODS
Reduce stack usage
Vulkan headers
Include headers
Restructure (see desc)
fpxr::Instance now handles creating a compositor.
fpxr::Compositor handles creating an event manager.
The idea behind this is that we want to be able to use Vulkan functions
to create images, so that we can pass any valid VkImage in from an app
and then have FPXR copy it over to the VkImage that OpenXR wants to use,
meaning that you don't have to fuck around with passing images and image
views to and from OpenXR and your application.
We'll manually vkCmdCopyImage at the end of the frame before submitting
to OpenXR (i.e. when rendering a layer).
```cpp
fpxr::InstanceBuilder instance_builder{};
fpxr::Instance instance = instance_builder.SetAppName("fpxr")
.WithGraphicsAPI(fpxr::GraphicsAPI::GRAPHICS_API_HEADLESS)
.RequestValidationLayers()
.WithDebugMessenger()
.Build();
fpxr::Compositor* compositor = instance.Compositor();
fpxr::EventManager* eventManager = compositor->EventManager();
```
Add rotate and treat as one to mesh face texturing
Tweak enemy spawn rates
Ghost enemy
Clear up these ".vfx" references to avoid confusion
ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects)
Compiled ColorGrading shader
ColorGrading: Don't need these private enums, they map 1:1 with the public
blunderbus 3p and gun anims update
Turn shadows off on cue for now. Cue forward interp increase based on shot power
Fix yeeting white ball into pocket
Await frame - reimplement animate into pocket
Various collision fixes
When finding files to publish, also look in libraries
tarp wall scaffold pieces
ColorGrading - Work In Progress
ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves.
Work in progress update
RGB and HSV per channel colour curves, UI improvements
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
Removed some meta commands and tidy ups
Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
Merge pull request #1584 from Facepunch/ColorGrading2
Color grading2
Removed some meta commands and tidy ups
Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
linked 4 shotgun ammo types to ammo bones in blunderbus viewmodel prefab and edited swap ammo script. Also removed shotgun ammo reference meshs from viewmodel rig export
Show "not in service" on the ferry's sign if the ferry is going to be removed
Check if Rigidbody is valid here to prevent error during end turn
▍▌▍▄▌▉▌▇ ▋▋▇█▅▍ ▍▊▋_▍█▄▅▌█▍▍▊▌▊, ▄█▊'▇ ▌▋▆ ▇▆▋█▌▍▆▅▆ ▋█▋▅█▉▇▄ ▉▇▉ ▅█▄▅▆▊ ▆▆▆▄▍▉ ▇▋▊▇▍▉▉ ▅▌ ▊▅▆█ ▌▋ ▅█▅▉▌▉▆▄▍▆▊
Fix stylesheet issues. Set / broadcast RPCs for physics properly
Add button for toggling hold manually in the editor (outside of VR)
https://files.facepunch.com/tony/1b2211b1/sbox-dev_HsOtOwwohC.mp4
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
If a player fails a serve, reset the state back to serving
New spawnlists
Minor cleanups
Filling in usage information for SWEPs/SENTs
New Lamp Tool models
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Fixes garrysmod/pull/2084
Added DSlider:ResetToDefault
DColorCube/DColorMixer default color stuff
Cookie support for DNumSlider & DCheckBox(Label)
Will be used for Spawnicon Editor internally
Remove Episode 2 exclusive soundscapes from gm_construct
Fixed game-generated spawnlists using appID over game folder name
concommand AutoComplete "arguments" argument
Move "Delete X items" lower for spawnmenu multi-select right click menu
This is more consistent with single select right click menus
Added DAdjustableModelPanel:Set/GetMovementScale
New features for Spawnicon Editor
Move speed customization, FOV precise control, camera position copy/paste, quick rotate model +/- 45deg, Fixed selecting text in spawnicon editor only working on second try, forced LOD to highest
Spawnmenu SWEP/SENT usage information on tooltip
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Reduced the minimum water required to throw from a water jug from 1000ml to 100ml
Added admin convar to allow all player based skinned mesh renderers to be able to enable/disable update offscreen. Enabled will prevent popping of players at corners of frames when doing cinematics
Allow this kind of circuit to work where the passthrough goes directly into the close side input and closes the door when powered
https://files.facepunch.com/Flavien/Ml84foJgYsxuLlqZ.png
Spike traps
https://files.facepunch.com/ziks/2024-05-22/sbox-dev_i2Um7rSnQj.mp4