3,069 Commits over 702 Days - 0.18cph!
Added Structure.OnConnected and prevent placement of Foundations outside of socket connections within 512 units
Some more refactoring and ensure that walls and doorways cannot be placed if there's other walls or doorways there
Refactoring of socket system. Add socket tags including ConnectAny and ConnectAll. Add Structure.ShouldRotate (for now), in future work out relative socket position from identity rotation
Restyled radial menu for structure selector and added icons
Added a radial arrow for the structure selector
Added a simple radial menu to control structure piece selection
Added RequiresSocket to Structure. By default, Walls and Doorways can only be attached to sockets on a Foundation. Make Socket an Entity.
Refactor some socket stuff
Updated wall, foundation and doorway to have the right pivot and a mesh collider
Started adding a basic socket system
Always move in the direction of the keys instead of by eye rotation
Added placeholder models for foundation, wall and doorway
Updated structure classes to use appropriate placeholder models
Started adding test code for structure placement (no slot logic yet)
Added stubs for Structure, Foundation and Wall
Namespace changes and cleanup
Added a basic Hud class and instantiate it in the Forsaken game class
Added the CursorController Razor class
Added a simple Top Down Camera class
Add simplified move controller and animator and implement them into the Player class. The player will look towards the cursor, but when sprinting they will look towards where they're running
Initial experimentation of the new shading model for the new shader
Merge branch 'custom-client-input'
Fixed atlas tool compile error
Fixed glows. Updated for new inputs. Fixed hotload error.
Fixed rounds
Fix minimap fog being rotated the wrong way. Fix models on units by just giving them a bunch remove obsolete CitizenClothing class.
Alter camera
Fixed ghost building glow and alpha
Pathmanager async changes
Merge pull request #150 from Facepunch/custom-client-input
RTS Updates
Update Pool for custom-client-input branch
Remove Game Rules ConVar and Game Setting (this will be an addon or fork)
Remove PB rules
Started upgrading to Razor
Fix background color
Cleanup
Updated PlayerDisplay to Razor and add @inherits to Razor components to fix some broken intellisense. Getting the hang of this...
Updated BallHistory to Razor
Update Hud RootPanel + CursorController
Remove RoundInfo because it isn't even used
Update ToastList to Razor + add ToastItem component
Updated WinSummary to Razor + added WinSummary components
Merge pull request #5 from Facepunch/custom-client-input
Pool Updates
Comment out post processing stuff (learn how it works now later). Fix pistol hold type. Update to use new input stuff.
ActiveChildInput
Bot rotation
Some PP upgrades
Health vignette fix
Add color overlay via CSS and vignette for Hidden
Update for new hitbox tags
Use BoneIndex for ragdoll force
Merge pull request #9 from Facepunch/custom-client-input
Hidden Fixes + Changes
Updated for new inputs + fixed various obsolete errors with Render.* some have no alternatives yet
Use new shaders for cw_color_1 and cw_nocolor_1
Add Util.Draw for now until we have a nice draw lib
Doubled the health of each team's core
Fix unused SCSS property
Team list has a blur and background
Fixed team core list not showing / updating on game start
Set block placement ghost to team color and reduce opacity
Health bar and stamina bar percentage values are not parented to the moving bar
Implement HasHovered
Use other grass clump models
Fixed materials on all resource pools
Fixed icon render distance and color for hud icons
Use shift for sprint + ctrl for duck. Remove block sneaking (for now) because it's terrible, plus it may not be needed now we have block ghosts
Fix airdrop icon render distances
Converted Tooltip to Razor
Added blocks_shine atlas and a bunch of dummy images for existing blocks
Merge pull request #27 from Facepunch/custom-client-input
Core Wars Obsolete Changes + Fixes + Shine Atlas
Added blocks_shine atlas and a bunch of dummy images for existing blocks
Added initial .addon setup and basic Forsaken game class
Add all the weapon stuff + update submodule
Fix tests that use sandbox game
Load addons after gamemode is compiled
Include base addon with Runtime content
Isolate the assemblies in their own LoadContext when loading
Compiled assemblies don't need a dynamic name now, unify name with release so addons work on local versions of games
Add map nodes MapGroup and MapInstance, example usage of MapInstance:
```
new MapInstance()
{
Position = Vector3.Up * 128.0f,
Target = Selection.All.First(),
};
```
Only tell ac to forget the assembly if it's going away
Throw more useful exception when ac can't resolve an assembly
For now don't include base with generic addons (needs some work)
Use correct assembly name for packaged content
When hotloading runtime stuff on the server, also include packaged addons so they hotload too
Client hotload in a more organised way
Fixed ResourceProperty not working with base Resources
Fixed a race condition with loading custom resources in tools
Add MapNode.Copy() creates a copy of the node and adds it to the current mapdoc
Make Hammer entities correctly categorize local projects again
Basic assembly reference rewriting
Better handle failed downloads when loading to a server
Switch some entity methods to check validity of internal pointer, not realm
ModelEntity.TakeDecalsFrom throws explicitly when given null
Fix malformed comment on RenderTreeBuilder.AddAttribute
Rewrite packaged addon references if needed
Merge branch 'assembly-rewrite'
Hammer: Fix base entities appearing as if they only belonged to certain local games
Only create this package.base Compiler in tools mode once again (for Hammer / GameData), since local compilations are now consolidated with base code
Make sure Global.Server gets set OnServerInfo so Global.GameTitle and shit is avaliable, fixes rich presence not working too
Citizen/clothing: various improvements
Obsolete ConstantBuffer, implement RenderAttributes.SetData
Fix assembly resolution when rewriting
Documentation + Support for arrays & spans
Increase menu build timeout
Don't show warnings/info in menu compile error
Cleaned up
Merge pull request #592 from Facepunch/dynamic-cbuf
Dynamic Constant Buffers
Fix error list exception
Fix error list not filtering
Handle and show a message when game fails to load, instead of loading anyway
Fixed server thinking build had failed if no build was needed
Superluminal instrumentation
Lobby settings are saved on game start
Some error protection around razor :bind
Include razor files in editorconfig
Nicer lobby addon list
Remove razor binds if they create exceptions
Add local category in packageselector
Mount local Content type projects on server start up
Allows usage of custom game resources from content addons
Draw the actual soundscape entities with overlay enabled
Improve responsiveness of selected map/game preview in lobby
No longer displays previous selected map/game while new data is being fetched
Fixed files with capital letters not being accepted for Hammer drag&drop
Playerclip shouldn't affect nav mesh
Added SoundEventBoxEntity
https://files.facepunch.com/louie/1b2911b1/sbox-dev_Pyq7g0zfc2.png
info_target C# Replacement
Targer.cs > TargetEntity.cs
Citizen: added ear_* bones
Citizen/clothing: army shirt uses neck_clothing bone instead of neck_0
Made project manager less shit
Fix local addons with packaged gamemode
Reset the server compilegroup when starting server (to clear previous errors)
Fixed line numbers being total bullshit
Can drag and drop addons onto the project list
Fix lobby addon list not shrinking
Cleaned up SoundEventBoxEntity
Enable client authoritative mesh groups when setting a client side procedural model so server doesn't stomp mesh groups
Combine Projects, Entities and UI into one dockpanel
Compile tool base first, so that if a tool addon is broken the UI won't be broken
CQBuildMapDialog::GetMapLaunchCommand wraps map name in quotes
Citizen: ship "all-in-one" FBX with the game files
(The "all-in-one" FBX includes the head and its morphs, unlike the regular LOD0/1 FBX files, because we use a DMX file for this. We might as well put it in here so you don't have to go look for it on the wiki.)
Citizen/clothing: v-neck t-shirt skinning/LOD improvements & seam fix
Citizen/clothing: fixes to blue variant of v-neck t-shirt
Citizen/clothing: (... and RenderMeshMarkup for the blue variant too)
Hammer: Fix entities from newly uploaded asset.party games not working
Citizen/clothing: adding RenderMeshMarkup for previous clothing items that have a cut-down torso mesh
Add IEnumerable<MapNode> MapNode.Children
Add MapPath and MapPathNode to C# API
MapGroup and MapInstance init their handles correctly
Fallback to default code editor if selected code editor is no longer installed
Load entity GameData after ToolsDll.OnAddonsCompiled instead of tools.refresh - I think this was accidentally still working somehow, but now it'll hotload and all that shit again
Fix errors in local projects preventing base loading for tools ( Hammer entities, ModelDoc data, base resources ), remove hack from Sandbox.Engine and make Sandbox.Tools responsible for compiling base before local projects are added to the compile group
Add MapNode.Parent property
Remove code I added that wasn't needed
Merge branch 'master' into custom-client-input
Started adding a test GL
Merge branch 'main' into boom
Converted Tooltip to Razor
Fix airdrop icon render distances
Use shift for sprint + ctrl for duck. Remove block sneaking (for now) because it's terrible, plus it may not be needed now we have block ghosts
Fixed icon render distance and color for hud icons
Fixed materials on all resource pools
Use other grass clump models
Updated WinSummary to Razor + added WinSummary components
Update ToastList to Razor + add ToastItem component
Remove RoundInfo because it isn't even used
Update Hud RootPanel + CursorController
Updated BallHistory to Razor
Updated PlayerDisplay to Razor and add @inherits to Razor components to fix some broken intellisense. Getting the hang of this...
Started upgrading to Razor
Fix background color
Cleanup
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Addons + Razor + New Menu sbox-issues/discussions/2438
Print compile errors when no tools mode
Fixed extensions not working
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
New Outfit Piece! - Flatcap Hat
https://files.facepunch.com/daniel/1b2611b1/Photoshop_SK6YieyB9t.jpg
LODs coming soon.
Make our access tests work with new uploaded assembly path
Fix uploading addons that target games using legacy uploaded assembly path
Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile
Don't overflow the Embed network table with too many small files - maybe this should be limited to html, css only?
Only embed html/scss
Fix CAsset::RequireInstanceInfo error
This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks.
Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs)
Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams
Merge branch 'master' into custom-client-input
Health bar and stamina bar percentage values are not parented to the moving bar
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Merge branch 'master' into custom-client-input
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Remove Game Rules ConVar and Game Setting (this will be an addon or fork)
Set block placement ghost to team color and reduce opacity
Resolve obsolete warnings
Update car surface
Make the obscured glow color a little bit nicer
https://files.facepunch.com/ognik/1b1411b1/sbox-dev_c7CNdpCnJQ.mp4
Fix obsolete GetHitboxGroup / HitboxIndex
Merge branch 'master' into custom-client-input
New Outfit Piece! - Nerdy Glasses
Some nerdy glasses, LODs coming ASAP.
Small adjustment to Nerdy Glasses asset
Preload post processing pass materials, should fix nvidia crash when using post processing
Allow sending compiled shaders to clients
Fixed custom game resources sometimes resetting to default values
This would happen if you open an asset that references other assets.
Keep better separation of game resources between realms
This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors.
Fixed editing assets while in-game resetting child assets to defaults
Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
Merge branch 'master' into custom-client-input
Fix unused SCSS property
Team list has a blur and background
Fixed team core list not showing / updating on game start