249,480 Commits over 3,959 Days - 2.63cph!

7 Months Ago
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
7 Months Ago
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc) Also added 'killallevents' to instantly kill any ongoing event
7 Months Ago
can define if we want unassigned team to spawn, for testing mode Add simple pinging system, players can only have one ping at a time
7 Months Ago
Use correct plane for 2d view drag drop
7 Months Ago
added base trim for storage warehouse.
7 Months Ago
more work on radtown storage warehouse
7 Months Ago
Use correct gizmo settings for dragdrop
7 Months Ago
Fix freezing game logic on story Holding object (disable for now)
7 Months Ago
truck collision fix
7 Months Ago
Further hood tweaks
7 Months Ago
Make weapon sway less mental
7 Months Ago
Don't auto-respawn spectators
7 Months Ago
CG: Can always buy in the buy zone CG: Start w/ kevlar and helmet Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
7 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse 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 revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
7 Months Ago
Tweak logging buffer sizes, don't early return
7 Months Ago
Minor cleanup & fpxr update
7 Months Ago
Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
7 Months Ago
Upgrade to Expo SDK 50 Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
7 Months Ago
Hood wearable mask tweaks
7 Months Ago
Add TimedDestroy to money burst
7 Months Ago
merge from build_leave_bundles_symlink -> main
7 Months Ago
tyre scale fix and stack addition
7 Months Ago
Refactor VR input to work better for us, remove stubs
7 Months Ago
Prisoner Hood cinematic assets
7 Months Ago
Added a way to override force show on UIBlackoutOverlay. Added prison hood UI script, overring force show when the player is dead. Updated UI prefab.
7 Months Ago
Set Connection.Local.State to Connected in On_Handshake_Activate
7 Months Ago
move spawn assigner
7 Months Ago
LOD0 progress backup
7 Months Ago
map updates
7 Months Ago
Temporary RTs always have a UAV binding so you can use them with compute shaders SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
7 Months Ago
Use team chat voice filter for Cash Grab
7 Months Ago
Upped time for players to get to a cash point
7 Months Ago
Enable buy menu in more cases for cash grab
7 Months Ago
Shipping container scale fix
7 Months Ago
Small clean up Jump reset item Switch component
7 Months Ago
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj
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 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
7 Months Ago
SSAO
7 Months Ago
Updated rig so wheels rotate in the z axis
7 Months Ago
Replace cash point icon
7 Months Ago
Added extra hours method to wipe timer
7 Months Ago
Screen Space Ambient Occlusion * Added Ambient Occlusion post processing camera component, can configure quality, intensity, sample radius. (Less options means we can do further improvements easily) * r_ssao_debug can be used to see the direct AO values * Added CameraComponent.AddHookAfterOpaque --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
7 Months Ago
Additional docs/cleanup
7 Months Ago
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
7 Months Ago
Removed unused retro TC localization tokens
7 Months Ago
Expose scoring prefix, use £ instead of $
7 Months Ago
Add player clip volume to shipment
7 Months Ago
ActionGraph: Expose NeworkSpawn, some Connection members
7 Months Ago
Debug camera can now save any depth of field aper, blur, squeeze and barrel values
7 Months Ago
Sprite fill Projectile hit does effect Prefab and scenes Scalar component Healing zone Allow to pause game on story board