Experimental / PoC
Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added
Added ButtonState intended for use with [ClientInput]
Use TypeDescription to fetch property for [ClientInput]
Add extensions for reading/writing Transform
Add Transform.Read and Transform.Write
Add support for Transform to [ClientInput]
Added ButtonState.Pressed and ButtonState.Released with docs
Fixed compile error from copy paste 🥴
Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property
Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property"
This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf.
Fixed IsDown / WasDown and also Pressed / Released being swapped
Delta values for some stuff (only send stuff that changed since last cmd)
Tidy up + add ManagedInputs
Rename to PawnInput
Just use TypeLibrary as its cached anyway
Add comments + use TypeLibrary
Add HasAttribute<T>()
Merge branch 'master' into custom-client-input
Don't add const to ArgPointer if asref is specified
Rid of CUtlVectorByte in favor of direct byte arrays
Make ButtonState a struct with implicit bool conversion
Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input
Merge branch 'master' into custom-client-input
Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff
Start stripping out stuff that'll need implementing on pawn
Merge branch 'master' into custom-client-input
Match structs
Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client
Update (obsolete) player and controller examples to use the managed input / pawn inputs
Try stripping out InputBuilder and see how it feels...
Merge branch 'master' into custom-client-input
Some extra docs + rename PawnInput to ClientInput
Remove redundant inputs. Reverse yaw for bots
Some additional documentation
Move MimicBot to base addon
Write -1 if entity is null
Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Can pass RenderAttributes into VertexBuffer.Draw
Avoid conflicts
Merge branch 'master' into custom-client-input
Add Tony's change for always record voice in VR
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Remove code I added that wasn't needed
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Make sure StopProcessing is reset in Input.Process so that it isn't remembered next time
Ensure InputDirection client input is consistently set to Input.AnalogMove for parity with old system
Merge branch 'master' into custom-client-input
Support extra types
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Early out if no managed inputs to write
Additional types
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge branch 'master' into custom-client-input
Merge fixes incompatible
Merge branch 'master' into custom-client-input
Merge remote-tracking branch 'origin/custom-client-input'
protocol++
Remove obsolete