244,583 Commits over 3,898 Days - 2.61cph!
Delay spawning CH47 scientists until we're sure the helicopter is inside the world bounds
CH47 fixed duplicate collider names
skin approval + twitch drops
fixing material path for scaffold pieces
Only ensure swapchains up to date in tools mode and dont let hostedwidget change videomode, that's also handled by EnsureSwapChainsUpToDate and was causing a vulkan crash
Fix Directional AO shader, it was broken for a while and nobody noticed, add a proper falloff curve to it, I feel like just deleting this and starting new with the new Scene Distance Field AO stuff
Allow players to skip queue when joining a server for 5 minutes after they are disconnected
- will hold your spot so server doesn't overfill
- controlled with convar `rejoin_delay` (default 300s)
merge from mediumbattery_size
merge from waterjug_throw
merge from io_seismic_sensor
▉▆ ▉▅▉▋▄ ▄▅▋▆ ▉▅▆▊▋_▍▇▆▊▌█▆
merge from update_when_offscreen_convar
merge from doorcontroller_fixes
ctrl+i inverts selection for vertices, edges and faces
Optimize sam sites by looping through all possible targets on the server and checking distance instead of using physics queries
- store list of all sam site targets on the server
- no idea why physics queries are that slow
Fix edge extrude not updating uvs of connecting face
merge from main -> optimize_sqlite_fastmode
Industrial conveyor now adds item directly when it is clicked in the search menu instead of the search menu closing after each item
Increased search menu size from 5 items -> 24 items
Made the conveyor filter menu larger to show more items at once
https://files.facepunch.com/jakerich/nigt4uYWxO8KGLDH/k8z5W03AYiTh9mD0.mp4
Removed electric furnace 'Turn On' and 'Turn Off' side inputs
They are now automatically turned ON or OFF depending on whether they have power, this simplifies circuits and fixes a few issues on server restarts
Vendor will attempt to straighten itself up once it pulls over
Increased laser detector range to match the beam length (from 4 to 12 meters)
Also fixed players not being detected when approaching the beam head-on
Fetch display info from compositor
Submit texture, render loop, etc.
Compositor - getters for display info
Depth swapchain/texture are completely optional, can be ignored etc
Acquire/wait for views inside BeginFrame, save off for Submit
XR_EXT_debug_utils support
Minor tweaks
Remove RequestValidationLayers, m_useValidationLayers - unused
Get rid of right eye offset until I figure rendering out completely
Update avatar scene to fix outdated scene meshes
Increase industrial conveyor from 12 item filters -> 30 item filters
Code cleanup
Exposed more things as variables
Pullover timer added
Fix traffic cone material
Remove collision from checkpoint
Update player prefab
Map 1
3p cuffs - 3p anim exports, also added an overirde controller for kidnapper state
Merge clientside and serverside physobj scaling code
Update button spawnicons to face the camera
mat_viewportscale tiny value Problem
Remove unintended label from HL2 spawnlist
Fixed stray "Other2" category name fallback in spawnmenu
Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed )
This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow
Speed values of 0 or below mean do not allow movement.
Added RegisterMetaTable( name, table )
"anim" type SENTs move physics objects clientside for you
Hopefully this will not cause any issues
surface.PlaySound can accept soundscript names clientside
This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all.
Minor tweaks to the IO handle positions
Reduced medium battery size by ~15% to balance them against large batteries and make them fit under half walls
https://files.facepunch.com/Flavien/EoVPFQpcxFVKJJdp.mp4
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
updated sprite animations
Move xrWaitFrame into BeginFrame, sync now just calls EndFrame() and BeginFrame()
world cuffs setup - Added poses for open & closed, as well as 'locked' bool to traverse between states
Initial FPXR presentation logic
blunderbus 3p updated anims exported
Max 1 second xrWaitSwapchainImage timeout
Bundle compositor operations into Sync()
Fixed WorldPanel.RayToLocalPosition when scaled
Fixes Facepunch/sbox-issues#5558