Log comments from the Valve commits:
* Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Log comments from the Valve commits:
* Fix some accidental new-line stomping.
* Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst,
proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj,
vcxproj, sln, in, java, la, manifest, am, and rad.
Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and
gitignore.
Finally, fixes executable bits.
* Make libSDL2.so/dylib into symlinks.
* GH-195: Copy SSE fix to MP branch.
Conflicts:
mp/src/lib/public/osx32/libSDL2.dylib
Log comments from the Valve commits:
* Make .xcconfigs text files too.
* Fix IceKey.H to be a text file too.
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
Conflicts:
mp/src/lib/public/osx32/bitmap.a
mp/src/lib/public/osx32/choreoobjects.a
mp/src/lib/public/osx32/dmxloader.a
mp/src/lib/public/osx32/matsys_controls.a
mp/src/lib/public/osx32/particles.a
mp/src/lib/public/osx32/shaderlib.a
mp/src/lib/public/osx32/tier2.a
mp/src/lib/public/osx32/tier3.a
mp/src/lib/public/osx32/vtf.a
- Made the UI script environment load ui/settings/layout.lua into the global table LAYOUT (will be used to save/load HUD layout settings)
- Made the UI script environment load ui/settings/theme_default.lua and ui/settings/theme.lua into the global table THEME (will be used to save/load HUD theme settings)
* Console command 'hudedit' enables/disables hud editing mode; bind it to a key to make it easy to switch in/out
* Resizing/moving is re-using code from Frame.cpp
* To allow the HUD viewport to accept mouse input it had to call MakePopup(), a mysterious base engine function that does who knows what; need to see if this has any knock-on effects (I used to sometimes get a semi-transparent background drawn over everything when reconnecting to a server, but haven't recently)
- Note: These files are based on the sdk_ versions, not the HL2/HL2MP versions; the scoreboard and whatnot won't work right now, but I will make it use the HL2MP HUD elements again soon
* SetPos can use .res-style string parameters with the 'r' and 'c' prefixes to set alignment
* SetSize can use .res-style string parameters with the 'f' prefix to make it fill its parent
Had to edit vgui_controls/Panel.h to make a few member variables protected instead of private
(added basic con command clientside wrapper that sends to engine->ServerCmd for this)
team finding & joining logic is in the team manager.. not player, might make too much sense!
auto-join is WIP