userAlexcancel

874 Commits over 519 Days - 0.07cph!

26 Days Ago
protocol++ Cut all this down some more so we're not changing things for no reason
26 Days Ago
Register handler instead of using internal message type (same as before)
26 Days Ago
Make it clear that all of this is called after the scene has loaded, clean up
26 Days Ago
Enable lingering on TCP channel Reload scene data on clients rather than disconnecting and rejoining when calling `Scene.Load` on a networked game
26 Days Ago
Chat in top right, style tweaks Kenney UI textures UI toast test Toast lasts 3 seconds Hide toast for now
26 Days Ago
UI: Layered backdrop filters require different UVs (because they render in a different space) Fixes broken rendering when both filters/masks and backdrop filters are used in conjunction with each other
26 Days Ago
Fix hidden zero-width space in Chat UI, would create an additional unwanted label (!?) Theme globals Chat tweaks
28 Days Ago
Add networking support, apply low speed threshold differently Better default friction values
29 Days Ago
Jeep: oversteer less, override mass center to prevent pulling slowly to the right
29 Days Ago
Update aspect when it changes
29 Days Ago
Water material tweaks Planar reflections use static resolution (128 by default) multiplied by aspect, should help for high res displays
29 Days Ago
Delete this unused camera
29 Days Ago
Can't use atmosphere sky, doesn't render in anything but main camera? Enable planar reflections for water
29 Days Ago
hc1water more closely matches s1 water - remove foam, use planar reflections
30 Days Ago
Oman fog / lighting adjustments
30 Days Ago
Jeep sets on fire at half health
30 Days Ago
Revert "Jeep tries to stay upright" This reverts commit 248a5eae6855cd64846b623362d22696dc5d17fa.
30 Days Ago
Improved jeep handling Jeep tries to stay upright
30 Days Ago
Improve water shader Code for planar reflections Delete this seemingly unused camera Scene setup for planar reflections, disabled otherwise everyone will complain about how shit the game runs
31 Days Ago
Basic water shader, will improve in a bit Add foam, make ocean shader look vaguely like water Disable vertex anim for now
31 Days Ago
Make these two windmills static otherwise they fall through the map
31 Days Ago
Vehicle exit volumes
31 Days Ago
Apply surface friction to wheels Dirt road surface, more friction than grass etc
31 Days Ago
Add a second jeep on the other side of the map for testing
31 Days Ago
Network jeep Ownership only necessary for driver
31 Days Ago
Tighten steering and suspension up slightly again, I went overboard
31 Days Ago
Make VehicleInputState a reference type If the vehicle has no driver then reset input state
31 Days Ago
Rotate wheels individually
31 Days Ago
Tweak suspension, give wheels render models (looks bit shit right now) Slap IsProxy where it makes sense to do so
31 Days Ago
Wheels ignore player Make suspension less stiff VehicleInputState.CreateFromLocal()
32 Days Ago
Remove log
32 Days Ago
More handling adjustments, try to match bf4 Boost key
32 Days Ago
Make accel/braking rate properties, jeep accelerates faster but has slower top speed
32 Days Ago
Proportional friction force, prevents wobbling Remove force gizmos Tweak handling Reversing
32 Days Ago
Wheel gizmo Adjust and balance wheels Add steering, jeep drives properly
32 Days Ago
Jeep drives, stick it in cq_oman for quick testing
32 Days Ago
Initial jeep vehicle (won't drive properly yet)
36 Days Ago
Gitignore exports
37 Days Ago
Game Exporting (#1641)
38 Days Ago
Mount assembly filesystem here too
38 Days Ago
Mount assemblies from downloaded packages
38 Days Ago
Init API earlier Init API in unit tests
38 Days Ago
Squash game-exporting branch Bring everything up to date Exit whole app in standalone mode Export option in Project menu CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though would help if I labelled this correctly Init steamclient in standalone Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree Rebase fixes Standalone config / wizard changes: - Can either export standalone or publish to sbox.game, but not both - Add dialog warning about no whitelist, sbox.game access - Export step is similar to sbox.game upload rather than being its own thing - Tell people not to distribute their games or anything - Remove AppID, Icon entries for now Remove logs Respect desired executable name Delete IconChanger, it don't work Revert formatting this entire file Add missing ctor Can export without having to disable whitelist Don't need loads of warnings here, people can read Unify terminology, icons Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
38 Days Ago
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
39 Days Ago
Revert formatting this entire file Add missing ctor Can export without having to disable whitelist Don't need loads of warnings here, people can read Unify terminology, icons
39 Days Ago
Squash game-exporting branch Bring everything up to date Exit whole app in standalone mode Export option in Project menu CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though would help if I labelled this correctly Init steamclient in standalone Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree Rebase fixes Standalone config / wizard changes: - Can either export standalone or publish to sbox.game, but not both - Add dialog warning about no whitelist, sbox.game access - Export step is similar to sbox.game upload rather than being its own thing - Tell people not to distribute their games or anything - Remove AppID, Icon entries for now Remove logs Respect desired executable name Delete IconChanger, it don't work
39 Days Ago
Delete IconChanger, it don't work
40 Days Ago
Remove logs Respect desired executable name
40 Days Ago
Rebase fixes Standalone config / wizard changes: - Can either export standalone or publish to sbox.game, but not both - Add dialog warning about no whitelist, sbox.game access - Export step is similar to sbox.game upload rather than being its own thing - Tell people not to distribute their games or anything - Remove AppID, Icon entries for now
41 Days Ago
Squash game-exporting branch Bring everything up to date Exit whole app in standalone mode Export option in Project menu CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though would help if I labelled this correctly Init steamclient in standalone Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it Use correct exit function Get networking working, even if it's a bit hacky Move API into backends for standalone/platform, stub out standalone backend Standalone.Init() Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync Make a StandaloneGameInstance in standalone Remove all these file hacks so I'm forced to do something to fix them Fix file hacks Add missing sbox-standalone exe back to sln We only need to copy core/scripts/soundmixers.txt as far as I know Move gamecontrollerdb.txt into core/cfg/ Get rid of `IsCitizenEnabled` hack Don't override window title with gameinfo name, apply it nice and early when making app dict Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree