243,840 Commits over 3,898 Days - 2.61cph!
merge from optimize_asset_warmup_tunnels
These libraries are now published
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Add apple privacy manifest stuff, version bump
Anim source/working file backups
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
WIP/placeholder rock paper scissors gesture animations - 3p and viewmodel clips.
Includes entry, idle, start and exit placeholder anims.
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Merge from hood_and_cuffs
Lock/unlock backpack correctly
Update nodejs for actions
added ground ramp glue trim to storage warehouse.
more work on storage warehouse.
Added "Remove Hood" radial menu option
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
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
Add GetInstanceProperties() for system name
Cherrypick FirstPerson_Greybox scene from main/viewmodel_camera_anim_v2
HeaderBar switch layout
Tweak viewport menu, so you can see the checkboxes
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Change remove handcuffs icon
Added radial menu option to unlock and return cuffs from a player
Add Widget.GetAncestor<T>
Move Grid, Scene toolbars to header bar, remove SceneViewToolbar
Additional restrained check
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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
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
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
Don't allow sprint while in air (sprint is used along with ctrl for lean forward/back control in that situation instead)
Add try catch to OnCreateObject so users can't fuck up the map loading
Fix corrupted CodeGen lines in ConsoleSystem. Code gen seems to be broken on Aux2.
Fix ObjectEntry transform
Fix bone objects not being created, don't need this check here