243,660 Commits over 3,898 Days - 2.60cph!
Allow grenades & explosives to be modded
Workout bones and attachments on first set model
Fixed vendor not restarting properly after stopping
FP.ArrayPool fixes to not return too small buffers
Optimize ReadFromStream(Stream, int) to not allocate because the length is known
Sidebar menu and links are now components
Game over, can respawn in the lobby
New players spawn as ghosts (except in lobby)
Some DOF shader optims - Work in progress
Some DOF optimisations including eliminating trig from pixel loop.
This is Work in Progress, could do more optims here.
Set up GameTile component and Genre Tile icon support
Log session state info
Environment blend mode logic
View configurations, create swapchains
vm sks - added walk state & forward param to anim controller
Added CharacterController.UseCollisionRules bool
Melee attack
Death
https://files.facepunch.com/ziks/2024-05-10/sbox-dev_nXqgcug2DS.mp4
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Fix Json.SerializeAsObject handling indexers
Poll for all events (defined in https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#_xrpollevent)
ApplicationRunning default
Clean up
added missing skin models and cleaned up scene, sorted alphabetically
Bend over backwards to give OpenXR the exact vulkan instance it wants
Remove hack & fetch instance extensions properly
VRSystem has state, logical split for instance/session
Basic event loop polling
Handle session events, begin/end session
Log unhandled events
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Read bone positions to GameObjects on first frame animate
winter coat and trapper hat LODs
Initial work on stopping for bradders
vtf project unused
Save Scene default path is assets path
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Setup vehicle pusher in front of vendor - shunts cars away
Backport new SceneSystemWellKnownTextureObjectID_t textures
Backport LightProbe from main, remove debug stuff (we handle it our own debug vis )
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Move Recent Scenes into its own section between Save All and Quit
Fixed "not enough space" deploy problem
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Pool table correct deploy mesh
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
vm sks - fix for long ironsight lerp when sprinting