244,583 Commits over 3,898 Days - 2.61cph!
Added ch47event convar, similar to cargoshipevent
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
Don't collapse renderers if they are part of a LightGroupAtTime
Fixed stacks of engine components being lost when dragging over existing items in the modular car engine bay editor UI
Double size of mixing table recipe list from 4 -> 8 recipes shown at once
Remove one more doNonUserSpawn, fix compile
Initial cinematic rig setup/mats
Remove no-longer-used 'non-user-spawn' modular car engine code
Example arctic hazmat setup (will need to be fixed before merging to main)
Better way to recognize the underlying skin renderer
Update skin parameters when clothing changes so that skin colour is applied to any skin renderers that are part of the clothing viewmodel addition
Revert shader shanges (they're in the history if we ever revisit the idea)
New Outfit Piece - Fingerless Gloves
https://files.facepunch.com/daniel/1b2211b1/Screenshot%202024-05-22%20221155.png
LODs coming asap
Colour Mapping support
Update scene
Updated sbox-content scene
grass pieces, more scaffolding pieces, tutorial map progress
merge from ModelViewerFixes
RayTraceSceneWorld boilerplate
Chaser
https://files.facepunch.com/ziks/2024-05-22/sbox-dev_yOujkz7pEv.mp4
Tweaked player speed and vault cooldown
Add retry resilience to DownloadString
Vaulter path finding fixes
Successfully ignores people who try to block its path
Fix in-game news header stretching/squishing
Add `auto_refresh_region` convar
- defaults to false on linux so it only gets ping region on startup
Debug lists
Ensure targets are in the right dictionaries
Ignored players are now properly removed from the blockers list
Fixed crashes due to recent changes to gib system
Let's try this again: unload unreferenced materials in more places
This is aimed at making sure content from maps is unloaded before content from another map is loaded
RPC fixes.
Deploy in correct state.
Auto select functionality.
Return compositor & event manager by value, clean up
Allow selected mesh faces to be extracted and put into a new mesh
Create vulkan transfer queue, command pool, command buffer for copying images across
Imported Dolly and Trolley Props
Added Textures and Materials for Dolly and Trolleys
Setup Dolly and Trolley Prefabs, Colliders and LODS
Reduce stack usage
Vulkan headers
Include headers
Restructure (see desc)
fpxr::Instance now handles creating a compositor.
fpxr::Compositor handles creating an event manager.
The idea behind this is that we want to be able to use Vulkan functions
to create images, so that we can pass any valid VkImage in from an app
and then have FPXR copy it over to the VkImage that OpenXR wants to use,
meaning that you don't have to fuck around with passing images and image
views to and from OpenXR and your application.
We'll manually vkCmdCopyImage at the end of the frame before submitting
to OpenXR (i.e. when rendering a layer).
```cpp
fpxr::InstanceBuilder instance_builder{};
fpxr::Instance instance = instance_builder.SetAppName("fpxr")
.WithGraphicsAPI(fpxr::GraphicsAPI::GRAPHICS_API_HEADLESS)
.RequestValidationLayers()
.WithDebugMessenger()
.Build();
fpxr::Compositor* compositor = instance.Compositor();
fpxr::EventManager* eventManager = compositor->EventManager();
```
Add rotate and treat as one to mesh face texturing
Tweak enemy spawn rates
Ghost enemy
Clear up these ".vfx" references to avoid confusion
ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects)
Compiled ColorGrading shader
ColorGrading: Don't need these private enums, they map 1:1 with the public
blunderbus 3p and gun anims update
Turn shadows off on cue for now. Cue forward interp increase based on shot power
Fix yeeting white ball into pocket
Await frame - reimplement animate into pocket
Various collision fixes
When finding files to publish, also look in libraries
tarp wall scaffold pieces