221,919 Commits over 3,653 Days - 2.53cph!

7 Years Ago
disabling loadout in main scene
7 Years Ago
update Squad editor, over UI camera stuff
7 Years Ago
wip attack refactoring
7 Years Ago
Initial pass at getting coverage for Client functions in API changes lobby initialization and makes lobbylist filter easier Updates Lobby to work for both Lobby members and Lobby Owners Uses a more rigurous approach to LobbyData and uses it as a cache for string-able values to be able to be retrieved by members and set only by the owner. Caches created LobbyType to be assigned as a LobbyData to be referenced by other members in the lobby. Because there is no GetLobbyType, provides a layer in which all users can get a LobbyType from LobbyData. Gives LobbyList the ability to be queried for if it is Finished or not. A lobby refresh will finish when the number of cached lobbies equals the number of requests. Adds in test functions for Lobby functionality in Steamworks Adds in ability to send Lobby messages Also adds in some callbacks around being invited to a lobby, as well callbacks for being requested to join a lobby. Implements ability for a user to set/get individual user metadata for the joined lobby Updates Readme with basic Lobby Info Fixes bug where LobbyList wouldn't report finished if it returned 0 lobbies Cleans up some comments Simple comment update Small README update and adjusts doc tags for Lobby functions. Merge remote-tracking branch 'refs/remotes/Facepunch/master' Merge pull request #56 from kkukshtel/master Adds in Lobby functionality to library
7 Years Ago
moving wall 2nd form menu planet linear layout
7 Years Ago
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group) Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
7 Years Ago
Merging diplomacy branch into main
7 Years Ago
Merging from main
7 Years Ago
Basic implementation of ladders
7 Years Ago
Some final testbox tweaks
7 Years Ago
Made a new consideration to make agents pick better gifts Made coconuts a x2 value gift
7 Years Ago
Gift component now has a value multiplier to allow for gifts of varying value
7 Years Ago
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
7 Years Ago
List fixes
7 Years Ago
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
7 Years Ago
AI tribe gifting items is somewhat working, still has a few issues
7 Years Ago
Decouples scary events from crime events, placing scary locations into a restored NPC shared knowledge object. Now cops shooting can be scary too!
7 Years Ago
PlayerModel female geo update
7 Years Ago
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
7 Years Ago
Hostile Introduction now uses TriggerComsAngry01 animation
7 Years Ago
Reworked friendly/hostile introductions as abilities rather than conversations
7 Years Ago
oops
7 Years Ago
Hacky fix for physgun beam not using correct eye angles on client
7 Years Ago
Disable SandboxHud
7 Years Ago
dont check bullet collision if size is zero
7 Years Ago
talents basics
7 Years Ago
Only create base hud when not running dedicated server
7 Years Ago
commiting subtracted things subtracting to a branch
7 Years Ago
subtracting things
7 Years Ago
InteractionSettingsWrapper attachment point requirements WIP. Untested removal of blocking from UnitAttachments.
7 Years Ago
definition updated
7 Years Ago
Got test list working
7 Years Ago
Color constructors for particle distribution vector
7 Years Ago
lods updated
7 Years Ago
Add TestParticleSystem
7 Years Ago
Fixed IOOR exception in ScanForPositions.
7 Years Ago
Merged from main
7 Years Ago
More work on Navmesh Grid.
7 Years Ago
Converted some remaining stuff to invoke handler
7 Years Ago
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
7 Years Ago
Added IsInvoking to invoke handler
7 Years Ago
pawnshop for Bill2
7 Years Ago
Added DDSUtil optional partial mip chain export Re-generated terrain atlas textures with mip chain limit
7 Years Ago
Spermket greybox
7 Years Ago
Building AI improvements, still a little janky but the general idea is there. AI logs now work without opening the debugger. UnitAttachments has a debug panel. Removed campfire from nospawns.
7 Years Ago
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7 Years Ago
Terrain atlas generator now exports directly to dds Generated new terrain atlas textures
7 Years Ago
Fixed building atlas lod material
7 Years Ago
Move IsMoveInputIgnored/IsLookInputIgnored to C#
7 Years Ago
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate Bullet impact sounds Merge pull request #103 from Facepunch/world Use a new Sandbox.World instance for every UWorld instance Remove viewmodel anim notifies when switching weaponm Weapons setup their own viewmodel anim events Only broadcast bullet damages that are over 0 Added DepthStencilIndex so post process can render outlines for entities Fixed VBSP version 19 loading (different leaf structure) Added Children property to BaseEntity that gets all attached entities, including descendants. PhysGun outlines grabbed entities children too. Hopefully networked physgun highlight Made rubber ball impact sound trigger more robust Fixed sprites not receiving outline Hopefully fixed physgun outlining in multiplayer. Decreased outline fill alpha. Only setup viewmodel if controlled by local player Only trigger viewmodel fire on local controllable Testing prop impact sounds. Broadcasting hurt sounds. Testing death on hard physics impacts. Load material dependencies for meshes on dedicated server (material loading shouldn't init any resources) Only allow one physgun to grab an entity at a time Fix random playing of hurt sounds DestroyLater should still trigger a shutdown once complete. Add OnShutdown event so external entities can know when another entity shutsdown. Physgun release on self shutdown or grabbed entity shutdown. Broadcast PhysGun Shutdown to make sure clients release grabbed entity Physgun can pick up ragdolls Added WasRecentlyRendered Add ConstraintAxisLock. Physgun freezing. Add Debug drawing binds. Added physgun beam drawing (debug draw for now). Add Transform class. Bullet spread now plays impact sounds for each different surface. Force prop physics off every tick client side Disable physics replication Handle ManagedEngine::Initialize returning false Requirements.txt Capture Console.Error too Create steam_appid.txt in editor Removed OnlineSubsystemSteam Send BinariesFolder, PlatformFolder to Manage class Add native binary paths to path Init steamworks client Compile fix Include steamworks dll in sandbox engine Debug, show user info on front screen steamapi_64.dll in binaries/win64 Removed GetPlatformUserName (unused) Player name from Steam Moved Log to Snadbox.Public Don't init steam client if dedicated server Added world.AddPlayerState, world.RemovePlayerState World name Update bindinggen to fix forward declares Billboard ribbon rendering Merge branch 'master' of SandboxGame Conflicts: Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp Add GrabRelativeNormal to physgun Don't pick up duplicate weapons Fix render crash at startup on steam build (I think) Move IsMoveInputIgnored/IsLookInputIgnored to C# Merge branch 'master' of github.com:Facepunch/SandboxGame