22,417 Commits over 1,614 Days - 0.58cph!
Make texture more explicit
Make combos in water a bool rather than byte
Use generic AddCube function instead of reimplementing it
Make debugview internal
Remove high quality reflections from this branch
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Unroll loop in water.shared
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use our shared includes on water vfx
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Update watersplash_cs.vfx with our shared includes
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use an elipson for CoC edge, make CoC blur togglable
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Change parameters of default water material
Disable reflections by default on water
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Pass object velocity to splash calculation
pass sunlight constants on a static sunlight
Move sbox_water to water, make shaders load without sbox_ prefix
ComboBox, LineEdit binds
DataMode wip
Fix drawing with console open
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
temp way to pass proxy mesh constants to main pipeline, batch them later
Move all sdfreflection code to shared code
TextEdit, TextCursor binds
Fix edge aliasing
Full res CoC LUT
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed, do basic render & input for main menu.
These transparently handle the differing coordinate systems from
Source to OpenVR.
Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it
Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit
Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel
VROverlay input system for UI using input data from OpenVR
Handle scroll events on vr overlays, turn it into InputData for UI
Custom OpenVR interop bindings, grab the OpenVR interfaces from engine
Lets us cut out loads of bullshit making things way simpler and neater.
Restore viewport after rendering in VROverlayPanel
Simulate VR overlay mouse position properly from scale
Make engine construct OpenVR texture handles instead since they're graphics API specific
Update MouseScale properly on vr panel overlays
Update vr overlay panel render texture when panel bounds change
Hide vr overlays if vr dashboard is open
Document on when you should use an overlay vs a worldpanel
Dispose of all vr overlays on game end that may not have been picked up by GC yet
Prevent redundant calls to OpenVR in property setters
Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels
tidy up, unfuck namespaces / class names / docs
Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? )
Make VR overlays work in-game, hide them when the main menu overlay is showing
Fix interop issues from rebase/squash
Decide if VROverlayPanel does input from pointer-events
Allow absolute overlay transforms from seated or standing origins
Add relative overlay transforms from other overlays (they inherit visibility too)
Add Overlay.SetHudTransform( Transform ), set it relative to system.HeadsetView overlay view
Start exposing IVRInput to the managed engine, let us interact with actions internally ( shit like /user/hand/right )
Add relative overlays to tracked devices
misc mark shit as internal, fixes, tidy up
Adjust tunnel combined light for water on construct and remove old water sceneobject
Merge h2o into h2o staging for integration testing
Fix splashes having incorrect offset when rendering view correctly
Iterate on water, fixes a lot of stuff, add most properties to the shader, add lots of combos
Disable multiview instancing combo for now, add a lot of shader code to shared code
Cleanup managed water code
Update pixelinput to support clipplanes
Debug visualization for sdf reflections
update test water vmat
Network Client.IsBot so it works clientside
tidy up, unfuck namespaces / class names / docs
Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? )
Make VR overlays work in-game, hide them when the main menu overlay is showing
Citizen/animgraph: added flailing while airborne
These dlls aren't used
QtNetwork unused
Re-binding QAction to Option to avoid confusion with System.Action
Toolbars, tools list
Hexagonal blur with controllable bokeh sides
Multipass support for render targets and multipass dof
Don't assert in spring joint when min rest length is bigger than max rest length, just calculate the new min max instead
BBox return correct corners
Convert standard postprocessing shader into multiple passes
Introduce multipass support in postprocessing