249,469 Commits over 3,959 Days - 2.63cph!

7 Months Ago
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7 Months Ago
Motorbike - updated ik positions on hands & legs - tweaked mount position to avoid mesh clipping & Ik locking out issues
7 Months Ago
Fix PlayerAvatar styles
7 Months Ago
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7 Months Ago
weapon crate dev assets
7 Months Ago
Compiler.Watch: ignore /obj/
7 Months Ago
Trace changes to watched source locations Facepunch/sbox-issues#262 Facepunch/sbox-issues#5683
7 Months Ago
whoops a log
7 Months Ago
Power boost to stop struggling on hills Logs removed
7 Months Ago
work on LODs for radtown storage warehouse
7 Months Ago
Do wheel rotations in quaternion space to avoid gimble lock Further clientside angle adjustments
7 Months Ago
Set grid axis to XY plane when going into a 3d scene view
7 Months Ago
de_refinery map updates
7 Months Ago
Clientside axle and wheels now follow serverside position FX effects added for different terrain types Wheel and axle rotation setup for the correct axis All references now swapped over to use VisualCollider WheelColliders now shared
7 Months Ago
Add scene camera FOV to editor prefs window
7 Months Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Rebase fixes Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update Add openxr_loader pdb and dll Forgot to change these, oops Refactor VR input to work better for us, remove stubs Minor cleanup & fpxr update Fetch view info Use fpxr.h instead of old fpxr_public.h Remove unused native -> managed GetHmdMatrix function Implement world scale, tracked object list Only init with a debug messenger if launched with -vrdebug, remove some unused stuff Go through VR performance stats, obsolete everything we can't fetch (not sure there's much point keeping this at this stage 😅) Implement functions for Facepunch.XR get instance properties `vr_info` concommand cleanup, uses tracked objects from Input.VR Remove refs to obsolete VR performance stats Projection matrix calculation tweaks - need to figure out why we're getting squares (most likely incorrect frustum) Calculate our own proj matrix from scratch No more WaitGetPoses Input cleanup Vibrations fpxr update Obsolete VROverlay / VROverlayPanel (openxr has no direct concept) - we could re-implement these ourselves at a later date if we want to Re-implement or remove stubbed functions FPXR update Convert tracked object positions to world Delete SteamVR bindings and actions Valve knuckles bindings Update Facepunch.XR library
7 Months Ago
forest updates
7 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player
7 Months Ago
Convert tracked object positions to world Delete SteamVR bindings and actions Valve knuckles bindings Update Facepunch.XR library
7 Months Ago
Added and Setup Vintage Wardrobe Prop Prefab Added and Setup Vintage TV Stand Prop Prefab Adjusted Tileable Vintage Wood Textures to have more roughness
7 Months Ago
Use m_xrViews instead of m_views when getting view info & proj matrix
7 Months Ago
merge from spawnview_command
7 Months Ago
Removed console command descriptions truncation to max length 100, the UI already truncates them when theres no space left
7 Months Ago
No more WaitGetPoses Input cleanup Vibrations fpxr update Obsolete VROverlay / VROverlayPanel (openxr has no direct concept) - we could re-implement these ourselves at a later date if we want to Re-implement or remove stubbed functions FPXR update
7 Months Ago
Stubbed haptic vibration func Use stage space for controller poses
7 Months Ago
Fixed spawnview command ignoring the debug camera roll
7 Months Ago
merge from main
7 Months Ago
Fixed dynamic pricing not being applied
7 Months Ago
radtown apartments check in
7 Months Ago
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
7 Months Ago
Add SceneCamera.ToWorld Do GizmoInstance ortho zoom around cursor, resolves Facepunch/sbox-issues#5674
7 Months Ago
Jiggle bones
7 Months Ago
Vehicle scale adjustments and submission
7 Months Ago
Component editor Added type definition records WIP
7 Months Ago
CG: extraction point 3d representation
7 Months Ago
weapon scene viewer update
7 Months Ago
merge from main
7 Months Ago
test scene changes
7 Months Ago
some initial balanced values for some cloth assets
7 Months Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
7 Months Ago
v_m4a1: synced up with MP5 changes
7 Months Ago
Fixed incorrect tangent when checking pull over position validity
7 Months Ago
Add EquipmentDestroyedEvent, get rid of mounted equipment
7 Months Ago
Few more styling fixes
7 Months Ago
Reference wheel colliders through VisualCarWheel VendorVisuals initial setup
7 Months Ago
Fixed buy menu alignment due to incorrect absolute position handling Same fix for minimap containers EquipmentHolsters is now EquipmentMointPoints, define equipment mount variants as their own prefabs
7 Months Ago
map updates
7 Months Ago
Fixed ALT glyph having the wrong path, fixes Facepunch/sbox-issues#5622
7 Months Ago
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7 Months Ago
Set up bicycle kickstand