243,682 Commits over 3,898 Days - 2.60cph!
OpenXR handle management tweaks (need to work on this a bit)
Treat handles as pointers
move unstuck.TestAndFix() back to where it was
I moved this to see if it helped the sticking problem and thought it helped, but its better where it was
Exit spawning, network tweaks
Update procedural.bones.scene
Update procedural.bones.scene
Add GameObjectFlags.ProceduralBone
Serialize GameObjectFlags, but selectively read them
SkinnedModelRenderer sets bones directly, reads back procedural bones
Make procedural bones a different color. allow toggling in inspector
Download bones on main thread
Try to avoid TransformChanged() getting called for each bone on animation
When setting bind pose, also reset the animhelper
Add SkinnedModelRenderer,ClearParameters
Fix one frame without procedurals
Obtain system ID, create session
Instance properties, destroy instance on shutdown, spin up debug messenger thru XR_EXT_debug_utils
vm sks anim tests, animator updated
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
pooltable asset, textures and materials and balls
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
Material tweaks
Player / key / exit / treasure / enemy spawn points
Vendor can now be stopped by a player gesture
Used a state machine instead
TestParameterSource field and property support
PageHero component, settings page design
Holdables, holders, throwing
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_FU4lcevVPQ.mp4
Setup sell orders properly
Add targetting system
Added TestParameterSource attribute to allow dynamic parameter sources for tests
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
Fixed up the USP's attachment points
Crude version of ejecting casings when shooting, and when pulling slide back manually
Should've fixed PostDeserialize error for mags
Add convars to scale damage by region (head, torso, legs)
"Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
EnumControlWidget: Use Title instead of Name in PaintControl
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Fixes to restore some old and intended behavior, additional documentation
Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
Fixed the tables being flippable
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Fixed weird grabbing behavior
game-tile component css
page header styles, social bar, game tile
use textentry for chat
party group & side nav tweaks
Added building pieces for TriggerInteractable
Add big_button.vmdl_c, version of our button that has bones
Added hover interaction type, doesn't require input at all (https://files.facepunch.com/devultj/1b0811b1/sbox.2024.05.08.12.02.09.mp4)
README: Link to docs, remove old docs, unrequired prerequisite
Vaulting
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_gXZCNR8dql.mp4
Final commit, time based fading
Add GameTransform.DisableProxy(), to disable the proxy in a scope.
Create TransformProxyComponent, which allows components to override the transform of a GameObject in a non destructive way.
Fix NRE in Component.Scene, Component.Transform
Add MovingTarget component
Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination)
Added FlipUpTarget
Add flip up target sound, docs