17,498 Commits over 1,338 Days - 0.54cph!
ApplyLinearImpulseAtWorldSpace, GetMassCenter
Remove static and active aggregates when destroying aggregate
C# has control over whether vr is enabled
Also add `vr_enabled` concmd so that we can test toggling VR at runtime
Get active body list for active aggregates
Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?)
Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now
Only init if -vr specified, ensure active
Init overlay, bindings for dashboard visible & drawing controllers
Move vr-specific input into Sandbox.Engine
Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
Only do this if we have a shadow controller
Add PhysicsBody.Move - which complies with the ShadowController
CastRaySingle, CastSphereSingle
Add weld joint from desc
CastBoxSingle
Clamp sphere and capsule radius to linear slop
New Outfit Piece - Boxing Shoes
Set UNITS_PER_METER to 40
Build bodies and shapes for aggregate
SetAggregateInstance and SetGameSceneNodeHandle
Gather active aggregates to build the awake step results
When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
vsopen won't open a file unless a file line is specified
Add BaseItemWidget.ItemClicked
Added EditorUtility.Projects.WaitForCompiles()
Fix a bunch of potential issues when deleting a listview during selection callback
Added first version of WrapSet/WrapGet
Unit test stubs
Don't pass value for get accessor..
Cast to original return type in get accessor when wrapping
Support CodeGenType.Instance with CodeGenType.WrapCall
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
CodeEditor.OpenFile will look through all the local project's code paths if relative path
Gizmo camera settings, camera smoothing
Allow setting max distance for Model hitbox
Add TreeNode.OnActivated
Add copy/paste/clear to ResourceControlWidget
Gizmo.Instance.FirstPersonCamera returns true if user input
Validity checks when deleting physics shape from a body
Add Gizmo.Hitbox.Model
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
Move a bunch of stuff in VRNative, clean up
Protocol::Network++ Complaints of CEnvCubemap invalid class index
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
Delete VR project
Simplify MaterialSystem2 VR code, don't do any native VR setup
Initial basic managed openvr setup - just logs hmd position to console for now
Debug all tracked devices
Skeletal input data
Actions, action sets, action state, analog input data
Move native wrapper functions into VRNative class
Rename enum values
Remove unused input source strings
Hook up compositor, settings, device properties & info
Move constants
Initial tests for static call wrap
Oog cubemap fog (#1288)
Cubemap fog properties on camera, C# env_cubemap_fog
CubemapFogController struct to class
Internal cubemap write
Summaries
remove native cubemap fog
Update cubemap fog in clientdll
Add cubemap fog properties to camera, write to attributes
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs
texturedictionary to materialsystem2
Fix BBox not serializing to json right
Ensure Account.Memberships is not null, cleans up having to validate it everywhere
Groundwork for starting the game without connection to steam servers / our API
AssetBrowser: Only show cloud tab if we're connected
Add a hint to editor window title to dictate if we're in offline mode
UI: Replace content on Home/GameList with a hint if we're not connected to the Api
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Remove recreated entities from mapclass.native to keep track
Remove the whole toolobject system (finally)
Remove renderpipelinehelper
Remove toolscene_toolobject, this was only used when defining lighting rigs with toolobjects, we don't do this anymore
Manually create "toolobjects" in bake resource helper
FPArms: more shared stuff
Merge branch 'master' of sbox
Runtime BuildCubemaps (#1281)
Cubemaps are built on map load, outside of game code
Set custom texture bool on scenecubemap if texture property is set, probably needed so cubemap doesn't get built for it