249,983 Commits over 3,959 Days - 2.63cph!
Fix enter/leave not updating chat box
Add party_id to rich presence
Add Connection.PartyId
Add more CompileCodeArchive tests
Codegen should shit itself if you don't use a string literal from Cloud.Asset() methods
Terrain: Add height blend settings, add per material height and normal strength, various other polishing
Hide GameResource.ResourceVersion
added floor_dirt_d mat
https://files.facepunch.com/jason/1b0311b1/firefox_2eoICdfNUY.png
Update state in locations that prevent threading issues
Compositor creates an EventManager in ctor, allows access to it - rather than creating an EventManager on demand
Crosshair detect friendlies, show cross
Add radio input bind to chat
Restrict noclip to editor only
player update. military flame thrower 3p anims update
Get rid of 1 second delay when the round decides a winner, not sure if this'll cause any problems but it's much less awkward
Fixed final round of the first half round count being wrong
Notify match point to all users
Show the winning round on scoreboard if your team can win
Fixed missing translation for the 'attachments' text in tooltip
Crosshair update, lines, distance based on velocity, spread, recoil
ridding some prefabs from shadow proxies
Converting light fixtures prefabs to MeshLOD when possible
Monument lighting prefabs links check
Would help if I actually pushed the fix :thumbsup:
Add hidden radio sounds, play bomb defusing radio when CT tries to defuse bomb
Fixed planted c4 beep sound being missing
Added DefuseWinCondition, MaxRounds / 2 + 1
Horses will slow down as expected when releasing sprint key while holding a directional key
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
TerrainMaterialList: Allow drops properly
Editor post processing toggle closes #1587
Colour grading changes, tonemapping in its own component (means color grading isn't 1 pass, but that's easier to do later compared to splitting up components)
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Tonemapping applies to editor camera too, respects Camera.EnablePostProcessing
Basic weapon state persisting system for dropped weapons
Persist AmmoComponent for dropped weapons
Fixes #39
Switch weapons with mouse wheel
Fix NRE in RadioSounds if there's no sounds
Fix team radio sound chat message being sent to people on other team
Mark chunks as changed when cleared (#29)
Flush network updates before send RPCs
Converted some decor prefabs to MeshLOD
Converted stalagmites, snow mounds, icicles, ice sheet, cave roots ivy, reeds, water lilies prefabs to MeshLOD
Work in progress - colour grading
Variuous changes - exposure added in RGB and HSV
Keep tonemapping in its own component, remove uncommon options, cleanup
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Converted small rock formation prefabs to MeshLOD
Converted v2 rocks to MeshLOD
Converted Rock clutter to MeshLOD
merge from treasure_mission_refresh_fix
Converted cave segments to MeshLOD
merge from polar_bear_cull_fix