243,840 Commits over 3,898 Days - 2.61cph!

5 Months Ago
merge from optimize_asset_warmup_tunnels
5 Months Ago
These libraries are now published
5 Months Ago
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5 Months Ago
Add apple privacy manifest stuff, version bump
5 Months Ago
Parent merge
5 Months Ago
Merge from main
5 Months Ago
Anim source/working file backups
5 Months Ago
Add xr_linear.h Fetch projection matrix directly from xr_linear, means people don't have to calculate it themselves Use our own matrix struct Minor tweaks
5 Months Ago
WIP/placeholder rock paper scissors gesture animations - 3p and viewmodel clips. Includes entry, idle, start and exit placeholder anims.
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5 Months Ago
Merge from main
5 Months Ago
Merge from hood_and_cuffs
5 Months Ago
Lock/unlock backpack correctly
5 Months Ago
Yarn lockfile changes
5 Months Ago
Update nodejs for actions
5 Months Ago
added ground ramp glue trim to storage warehouse.
5 Months Ago
more work on storage warehouse.
5 Months Ago
Added "Remove Hood" radial menu option
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
Add GetInstanceProperties() for system name
5 Months Ago
Cherrypick FirstPerson_Greybox scene from main/viewmodel_camera_anim_v2
5 Months Ago
HeaderBar switch layout Tweak viewport menu, so you can see the checkboxes
5 Months Ago
Parent merge
5 Months Ago
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5 Months Ago
Change remove handcuffs icon
5 Months Ago
Added radial menu option to unlock and return cuffs from a player
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
Remove now unused params
5 Months Ago
Merge from main
5 Months Ago
Additional restrained check
5 Months Ago
Component editor
5 Months Ago
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5 Months Ago
Fixed text formatting
5 Months Ago
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's Add price multiplier to vending UI when clicking on a store on the map
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
Implemented a dynamic NPC vending price system based on sales in a rolling window -Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24 -Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%) Currently clamped between a 50% discount and a 300% price increase Currently only applies for purchases that are made using scrap as the currency Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating All time and discount values are currently using the examples provided above, they are just for testing and will be changed
5 Months Ago
Better asphalt wheel fx.
5 Months Ago
Don't allow sprint while in air (sprint is used along with ctrl for lean forward/back control in that situation instead)
5 Months Ago
Add try catch to OnCreateObject so users can't fuck up the map loading
5 Months Ago
Gauge setup.
5 Months Ago
Fix corrupted CodeGen lines in ConsoleSystem. Code gen seems to be broken on Aux2.
5 Months Ago
Fix ObjectEntry transform
5 Months Ago
Merge Bikes -> Aux2
5 Months Ago
Fix bone objects not being created, don't need this check here