243,915 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Add Spawn Pickup Chance variable to Breakable prefab (awesome)
5 Months Ago
merge from main
5 Months Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
5 Months Ago
added simple pid implementation for controlling orientation when steering - needs more tuning
5 Months Ago
Vendor clientside stuff: - basic steering - basic wheel rotation
5 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting Fix ControlSheet stretching horizontally Store variables in the prefab's RootObject, makes most sense Variable star opens a menu instead PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png Fix prefab changes not updating after save UI tweaks Remove Scene.Save - way too confusing Merge pull request #1603 from Facepunch/prefab-variables Prefab Variables
5 Months Ago
Spectating orbit cam, hide cursor in third person
5 Months Ago
Remove unused prefab variable test scene
5 Months Ago
Merge main
5 Months Ago
Converted weapon deploy / holster events (#104)
5 Months Ago
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5 Months Ago
Remove Scene.Save - way too confusing
5 Months Ago
Convert player events (#104)
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 Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes
5 Months Ago
Input sources are passed as enum, fetch view info Use interface through public header README.md with examples Simplify GetHandle
5 Months Ago
New headshot sounds headshots + helmet hits
5 Months Ago
Fix prefab changes not updating after save UI tweaks
5 Months Ago
Move EyeAngles interpolation out of CameraController
5 Months Ago
storage building large progress - interior lowered kargo decal alpha intensity to mix better with underlaying surfaces
5 Months Ago
merge from creative_mode
5 Months Ago
Convert defuse mode events (#104)
5 Months Ago
merge from ocean_trace_fix
5 Months Ago
IBombPlantedListener -> BombPlantedEvent (#104) Convert game loop events (#104)
5 Months Ago
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5 Months Ago
Convert game loop events (#104)
5 Months Ago
Upped tdm length to 15 mins
5 Months Ago
IBombPlantedListener -> BombPlantedEvent (#104) WIP converting game loop events (#104) Finished converting game loop events (#104) Update game mode prefabs Game loop event fixes
5 Months Ago
Merge from cuffs main
5 Months Ago
Merge from main
5 Months Ago
Handcuffs will now appear correctly on spawned players
5 Months Ago
Fix third person camera, death cam
5 Months Ago
Fixed dropped weapon trigger not working
5 Months Ago
Push direction calc change
5 Months Ago
Fixed sniper scope zoom
5 Months Ago
Fix origin of damage again
5 Months Ago
Adjust anarchist silhouette
5 Months Ago
PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png
5 Months Ago
PlayerOutfitter NRE fix
5 Months Ago
Reduce walk gear db
5 Months Ago
Disallow aiming between sprint, grounded change
5 Months Ago
Clean up weapon-created particles and decals between rounds
5 Months Ago
Headshot sounds play locally if you're the attacker or the victim
5 Months Ago
player update. 3p kayak anims set to loop
5 Months Ago
merged main into wire_slacking/optimisations
5 Months Ago
merge from demorecorder_ui_improvements
5 Months Ago
Code cleanup
5 Months Ago
Ceil applied damage
5 Months Ago
Remove IShotListener, replace with game event Remove IArmorListener, replace with game event
5 Months Ago
Reapplying 98635 after merging GameUI.Hud.prefab