userConnacancel

4,153 Commits over 1,157 Days - 0.15cph!

10 Months Ago
Fixed resources / materials again..
10 Months Ago
Fixed resources
10 Months Ago
Add an Intensity named control point value (0-1) for scrape particle effects to use
10 Months Ago
Make EnableScrapeEffects and EnableImpactEffects internal for now Make FrictionEffects a dictionary Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared
10 Months Ago
TickRate Project Settings (#1134) * TickRate project settings * Def tick rate 50 as it was * Obsolete Game.TickRate.set * take tickrate stuff out of serverconfig
10 Months Ago
Remove unused var
10 Months Ago
Call Destroy on host too
10 Months Ago
Defer removing entity from entities list on destroy
10 Months Ago
Don't process state update if we already processed one newer than that
10 Months Ago
IsController overload for specified player
10 Months Ago
Added EntitySystem.All
10 Months Ago
Add Rpc support for entities it's kinda lame w/o codegen
10 Months Ago
take tickrate stuff out of serverconfig
10 Months Ago
Fix server applying double input to itself. Alter reconcile lerp speed. Add proper pings, calculate latency from average time of last 5 pings
10 Months Ago
Add AccurateMilliseconds to UniversalTime Fix Network.ServerTime, add Ping + Ready messages. Don't create entity if already exists Player.IsValid SyncString + fix SyncPlayer nre Fix input + state update intervals. Only allow public State/InputAttr properties
10 Months Ago
Obsolete Game.TickRate.set
10 Months Ago
Def tick rate 50 as it was
10 Months Ago
TickRate project settings
10 Months Ago
Remove old log, fix resource paths, have color/nocolor use simple shader, remove pixel-snap scss props
10 Months Ago
Remove unused prop
10 Months Ago
Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
10 Months Ago
Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal Lower destroy time for effects Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default Surface is considered smooth by default, can set roughness factor higher for rough surfaces... Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default"
10 Months Ago
Try client sending to lobby owner.... add docs
10 Months Ago
Try using broadcastmessage but that doesnt work either
10 Months Ago
Seperate ISyncVar from SyncVar
10 Months Ago
Commit
10 Months Ago
Always set Sender to Local Player before sending event Add docs to Player Add internal method Network.FindOrCreatePlayer
10 Months Ago
Add player wrapper use that instead of Friend everywhere publically
10 Months Ago
InputAttribute. Simulate -> Tick. Added Simulate( bool isFirstTime ). Can assign controllers to entities. When entity has controller use BuildInput to set input props to be sent in cmd to server. Add reconciliation etc. All untested lul
11 Months Ago
Fix scuffed read/write + allow override SyncVar.GetValue
11 Months Ago
Start syncvar tests Update and read sync vars as they change Syncvar updating
11 Months Ago
Added UniversalTime utility class Remove EntityState and add StateAttribute Receive destroy entity updates. Find and cache properties with StateAttribute. Write/Read State for unreliable state updates. Client-side interpolation for transform state.
11 Months Ago
Dump code for backup
11 Months Ago
Initial commit
11 Months Ago
Add props to Surface for impact decal and scrape effects / decals Use ContactPoint + SurfaceNormal to pass into AddImpactSound Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface? Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) Correctly spawn soft or hard physics impact particles + decals based on squared speed Add normal from first valid manifold on contact to friction events to pass to C# Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary Also grab contact center from first manifold and pass to C# Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop Set destroy time to 0.5 (this is a failsafe anyway) Don't have particles follow entity, do it ourselves so we can set to actual contact pos Set forward for scrape particles to contact normal Use method for getting inherited surface values if necessary to avoid repeating same code
11 Months Ago
Use @ChildContent because it should be
11 Months Ago
Fixed resource lists. Updated to use IInventorySystem from Remscars PR
11 Months Ago
Add Name and Desc to IInventoryItem
11 Months Ago
Fixed resource list, use ChildContent, refs broken atm
11 Months Ago
Fixed included resources
11 Months Ago
SliderEntry -> SliderControl and fixed view models that randomly got scuffed
11 Months Ago
Implemented IInventoryItem interface used in place of the raw InventoryItem Merge pull request #1 from tech-nawar/remscar/item-interface Implemented IInventoryItem interface
11 Months Ago
Use method for getting inherited surface values if necessary to avoid repeating same code
11 Months Ago
Set forward for scrape particles to contact normal
11 Months Ago
Also grab contact center from first manifold and pass to C# Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop Set destroy time to 0.5 (this is a failsafe anyway) Don't have particles follow entity, do it ourselves so we can set to actual contact pos
11 Months Ago
Add normal from first valid manifold on contact to friction events to pass to C# Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary
11 Months Ago
Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) Correctly spawn soft or hard physics impact particles + decals based on squared speed
11 Months Ago
Use ContactPoint + SurfaceNormal to pass into AddImpactSound Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface?
11 Months Ago
Add props to Surface for impact decal and scrape effects / decals
11 Months Ago
WIP: Impact and Scrapes (#1072) * strip impact sound stuff from native * put it in c# commented out for implementation there later * Strip CPhysSurfacePropertiesSoundNames * Add GetFrictionNotifications() to IPhysicsWorld * Add FrictionEvent, call c# with friction notifications * Add OnFrictionEvent c# side, add some log for test * Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later * Start re-impl impacts in c# * Remove some logs, ensure impact sound plays from body position * Strip m_audioParams / CPhysSurfacePropertiesAudio * Add ScrapeRough/ScrapeSmooth to Surface sound def, add RoughnessFactor and RoughThreshold * Reorganize code + implement friction sounds in theory * Call StopFrictionSounds in entity destruct * Add friction sound to list.... some debug logs... * Reverse MathX.approach params (it was this way in native :S) * Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later * Use ScrapeEvent incase we need to add/change params later * Call it ScrapeEventData like CollisionEventData and move it out of Entity * Fix access violation * Test * Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later