243,834 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Fixed dialog UI style/layout Fixed main menu layout
5 Months Ago
Updated to latest gridmap tool
5 Months Ago
Fix render batching not refreshing after color is changing Pass color to batching directly instead of pulling from MeshRenderer Fix batching not resetting detail color MaterialPropertyBlock when returning to pool
5 Months Ago
Fix push notifications after SDK upgrade?
5 Months Ago
Remove unnecessary color parsing from BuyZone Cache eye trace so we can use it in a bunch of places Refactor some states that control body visibility, so it's no longer running every single frame and drilling 3ms for 9 bots
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
de_refinery A site adjustments
5 Months Ago
Scene view: Fix splitter state not restoring correctly, Add top/bottom layouts Facepunch/sbox-issues#5676
5 Months Ago
Updated talker scripts Lowercase talker files Update 016-half-life 2.txt mat_viewportscale problem FIxed "Other2" category fallback Changed how NPC names are generated in killfeed The changes are more for map spawned NPCs to take spawnmenu names, such as Antlion Workers, since they share classname with normal Antlions
5 Months Ago
Merge scripts/talker/* with episodes
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
v_m4a1: small fix to temp reused deploy
5 Months Ago
view model handcuff animation wip
5 Months Ago
Emit events
5 Months Ago
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5 Months Ago
Smaller weapon crates
5 Months Ago
Fix NRE when setting border size to a %
5 Months Ago
Motorcar sidecar - updated lod group settings
5 Months Ago
Component editor Added type definition records Property, Method emitting
5 Months Ago
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Motorbike - updated ik positions on hands & legs - tweaked mount position to avoid mesh clipping & Ik locking out issues
5 Months Ago
Fix PlayerAvatar styles
5 Months Ago
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5 Months Ago
weapon crate dev assets
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
Power boost to stop struggling on hills Logs removed
5 Months Ago
work on LODs for radtown storage warehouse
5 Months Ago
Do wheel rotations in quaternion space to avoid gimble lock Further clientside angle adjustments
5 Months Ago
Set grid axis to XY plane when going into a 3d scene view
5 Months Ago
de_refinery map updates
5 Months Ago
Clientside axle and wheels now follow serverside position FX effects added for different terrain types Wheel and axle rotation setup for the correct axis All references now swapped over to use VisualCollider WheelColliders now shared
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
forest updates
5 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player
5 Months Ago
Convert tracked object positions to world Delete SteamVR bindings and actions Valve knuckles bindings Update Facepunch.XR library
5 Months Ago
Added and Setup Vintage Wardrobe Prop Prefab Added and Setup Vintage TV Stand Prop Prefab Adjusted Tileable Vintage Wood Textures to have more roughness
5 Months Ago
Use m_xrViews instead of m_views when getting view info & proj matrix
5 Months Ago
merge from spawnview_command
5 Months Ago
Removed console command descriptions truncation to max length 100, the UI already truncates them when theres no space left
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
Stubbed haptic vibration func Use stage space for controller poses
5 Months Ago
Fixed spawnview command ignoring the debug camera roll
5 Months Ago
merge from main
5 Months Ago
Fixed dynamic pricing not being applied
5 Months Ago
radtown apartments check in