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20,806 Commits over 1,522 Days - 0.57cph!

5 Months Ago
Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component Delete these skybox vtexes
5 Months Ago
Scene view: Fix splitter state not restoring correctly, Add top/bottom layouts Facepunch/sbox-issues#5676
5 Months Ago
Separate Ambient Light into it's own component from Directional Light, add upgrader for it Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox )
5 Months Ago
Emit events
5 Months Ago
Fix NRE when setting border size to a %
5 Months Ago
Component editor Added type definition records Property, Method emitting
5 Months Ago
Compiler.Watch: ignore /obj/
5 Months Ago
Trace changes to watched source locations Facepunch/sbox-issues#262 Facepunch/sbox-issues#5683
5 Months Ago
whoops a log
5 Months Ago
Set grid axis to XY plane when going into a 3d scene view
5 Months Ago
Add scene camera FOV to editor prefs window
5 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
5 Months Ago
Convert tracked object positions to world Delete SteamVR bindings and actions Valve knuckles bindings Update Facepunch.XR library
5 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
5 Months Ago
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
5 Months Ago
Add SceneCamera.ToWorld Do GizmoInstance ortho zoom around cursor, resolves Facepunch/sbox-issues#5674
5 Months Ago
Component editor Added type definition records WIP
5 Months Ago
Fixed ALT glyph having the wrong path, fixes Facepunch/sbox-issues#5622
5 Months Ago
Restore Show Gizmos (Shift+G), Toggle Grid (Ctrl+G) shortcuts
5 Months Ago
Yoga3 * Latest version (fixes, additions) * No longer relies on thirdparty facebook.yoga.dll * Uses our interop system (faster) * Much cleaner implementation
5 Months Ago
Recreate joint on body object change
5 Months Ago
Remove yoga from vpc groups
5 Months Ago
Update to yoga 3, embed in engine vpc fixes Remove Facebook.Yoga Convert style setters Bug fixes Add tests It's important to yoga to be fp:precise because it uses nan Measure functions Restore to previous defaults Fix package card style (now position: absolute is fixed) Consolidate enums Support for `align-content: space-evenly`
5 Months Ago
Consolidate enums Support for `align-content: space-evenly`
5 Months Ago
Measure functions Restore to previous defaults Fix package card style (now position: absolute is fixed)
5 Months Ago
Use a mass weighted global anchor for fixed joints, fixes welded ragdolls exploding. Add frequency and damping properties to fixed joint, set to sensible defaults so welded objects can't be pushed through collision as easily https://files.facepunch.com/layla/1b1911b1/sbox-dev_5YLdMnHrJJ.mp4
5 Months Ago
Add tests It's important to yoga to be fp:precise because it uses nan
5 Months Ago
Add ModelPhysics.MotionEnabled - Enable to drive renderer from physics, disable to drive physics from renderer https://files.facepunch.com/layla/1b1911b1/sbox-dev_nyGhlgasUl.mp4
5 Months Ago
Skinned renderer builds bone hierarchy before scene model is created
5 Months Ago
Joint goes up the bone hierarchy to find a physics bone (ex: leg_glute_helper_L will use physics bone leg_lower_L) this should simplify when we have a better relationship between bones and physics
5 Months Ago
Calculate our own proj matrix from scratch
5 Months Ago
Add scene viewport view mode option
5 Months Ago
Add facepunch.hc1 to tests Restore obsolete Gizmo.HitBox.Model function signature to maintain compatibility
5 Months Ago
Bug fixes
5 Months Ago
Update to yoga 3, embed in engine vpc fixes Remove Facebook.Yoga Convert style setters
5 Months Ago
Remove refs to obsolete VR performance stats Projection matrix calculation tweaks - need to figure out why we're getting squares (most likely incorrect frustum)
5 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 Use correct gizmo settings for dragdrop Use correct plane for 2d view drag drop Prevent map cookie from overriding 2d viewmode rotation Draw grid on top in 2d views Merge branch 'master' into hackweek-multi-scene-view Add Widget.GetAncestor<T> Move Grid, Scene toolbars to header bar, remove SceneViewToolbar Fix warnings HeaderBar switch layout Tweak viewport menu, so you can see the checkboxes Merge pull request #1582 from Facepunch/hackweek-multi-scene-view Multi-viewport and Ortho Scene views
5 Months Ago
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
5 Months Ago
HeaderBar switch layout Tweak viewport menu, so you can see the checkboxes
5 Months Ago
Component editor
5 Months Ago
Fix warnings
5 Months Ago
Add Widget.GetAncestor<T> Move Grid, Scene toolbars to header bar, remove SceneViewToolbar
5 Months Ago
Component editor
5 Months Ago
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5 Months Ago
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
5 Months Ago
Add try catch to OnCreateObject so users can't fuck up the map loading
5 Months Ago
Fix ObjectEntry transform
5 Months Ago
Fix bone objects not being created, don't need this check here
5 Months Ago
Just run FinishBoneUpdate here instead of progressing animation
5 Months Ago
Initial bone merge to the root merge target Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component