userConnacancel

4,138 Commits over 1,127 Days - 0.15cph!

1 Year Ago
Added Saved Games support (PersistenceSystem compatibility) Nametags will fade out over distance and eventually hide themselves Support for Timed Actions to have sounds that play while the timed action is in progress Start and stop timed actions sounds appropriately Added a bunch of placeholder rummaging sounds for harvesting pickups Add a glow component (client-side) for the local pawn for obscured player only Fixed data not saving Chat styling - name will now not wrap, and text entry will grow accordingly Reduced campfire size Fixed item hash code not including item id Fixed structure place sound not playing for the first structure piece Re-adjusted all sound distances and don't send pickup sounds to everyone Change fireplace and furnace dynamic lights and reduce glow widths Only block input when have a hovered entity if an action was done or if primary attack is down
1 Year Ago
Supported maps only
1 Year Ago
Check if package is null before creating the PackageCard
1 Year Ago
Keep current map if it's valid for MapSelect.Hidden
1 Year Ago
Don't render packages that aren't valid Lobby.ValidateMap will ensure the map is set to one that is valid for that game package Validate map before starting game and when loading new game info Try map list if no valid tagged map Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Fix radar error
1 Year Ago
Saves Games MVP (#722) * Initial commit * Add support for SavedGames package meta using SavedGameSettings class * Start trying to show saved games in lobbies. Add simple project settings page * Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs). * Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?) * Fixed paths * Simply page in project settings. Add map dependent option. * Automatically clear current saved game if selecting a different map * Update current map to one dictated by the current saved game * Add CachedSavedGame and GetSavedGame( string title ) * Invalidate cached saved games for a package when a game is saved * Some cleanup - don't cache (for now) * Use a file watcher and only update saved game file cache when a new one is added or removed * Remove unnecessary selection border * Clear current saved game selection when changing target gamemode * Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes * Rename * Early out of metadata is null (dont render) * Add MapPackage to condition * Auto update map when selecting Saved Game card regardless of if project is map dependent * Set correct map dependency value in saved games page at start * Automatically clear selected saved game if it is now invalid (version difference, doesnt exist) * Casing consistency * Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name * Fixed name * Auto format saved game file names * Use StringComparer.OrdinalIgnoreCase for Metadata class * Further refactor * Fix casing * SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. * Internal deserialize * Rename some methods to avoid confusion with the byte[] data * SetData methods that make sense * Throw an exception if trying to save a game with no data * Added SavedGame.Read and SavedGame.Write utility methods * Added SavedGame.GetFileName * Added SavedGame.Time (returns DateTime when it was last saved) * Remove unused using statements * Some PR changes
1 Year Ago
Let's remove Read and Write. People can just use BinaryWriter/BinaryReader with the raw byte array if they want
1 Year Ago
Some PR changes
1 Year Ago
Remove unused using statements
1 Year Ago
Added SavedGame.Time (returns DateTime when it was last saved)
1 Year Ago
Added SavedGame.GetFileName
1 Year Ago
Added SavedGame.Read and SavedGame.Write utility methods
1 Year Ago
Throw an exception if trying to save a game with no data
1 Year Ago
SetData methods that make sense
1 Year Ago
Rename some methods to avoid confusion with the byte[] data
1 Year Ago
SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. Internal deserialize
1 Year Ago
Fix casing
1 Year Ago
Further refactor
1 Year Ago
Use StringComparer.OrdinalIgnoreCase for Metadata class
1 Year Ago
Auto format saved game file names
1 Year Ago
Fixed name
1 Year Ago
Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name
1 Year Ago
Casing consistency
1 Year Ago
Automatically clear selected saved game if it is now invalid (version difference, doesnt exist)
1 Year Ago
Set correct map dependency value in saved games page at start
1 Year Ago
Auto update map when selecting Saved Game card regardless of if project is map dependent
1 Year Ago
Add MapPackage to condition
1 Year Ago
Early out of metadata is null (dont render)
1 Year Ago
Rename
1 Year Ago
Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes
1 Year Ago
Clear current saved game selection when changing target gamemode
1 Year Ago
Remove unnecessary selection border
1 Year Ago
Use a file watcher and only update saved game file cache when a new one is added or removed
1 Year Ago
Some cleanup - don't cache (for now)
1 Year Ago
Invalidate cached saved games for a package when a game is saved
1 Year Ago
Simply page in project settings. Add map dependent option. Automatically clear current saved game if selecting a different map Update current map to one dictated by the current saved game Add CachedSavedGame and GetSavedGame( string title )
1 Year Ago
Fixed paths
1 Year Ago
Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs). Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?)
1 Year Ago
Ingame console doesn't use templates anymore GameSetting use razor Menu back to horizontal Servers Widget Games widget Don't lowercase texture path when loading (because http can be case sensitive!) Hotload textures in the menu properly Add MenuUtlity.OpenFolder NewsWidget Style tweaks Event widget Navbar cleanup PlayerWidget Navbar cleanup Clean main menu styles new & trending Refresh server list widget automatically ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png ui: scissor rects can have a transform matrix, scissor panels post transform position too - fixes lots of oddities with overflow: hidden and transforms before: https://files.facepunch.com/matt/1b0811b1/sbox_6te0egX6cg.png after: https://files.facepunch.com/matt/1b0811b1/sbox_BMeWLJ6w79.png ui test: transform rotated + border-radius scissor test ui: when rendering box-shadow never render under the box itself (using an inverse scissor rect) so transparent backgrounds look as they should before: https://files.facepunch.com/matt/1b0811b1/sbox_l0kQbIIJ1c.png after: https://files.facepunch.com/matt/1b0811b1/sbox_jVYco6DRg8.png Whitelist `System.Type.Equals( System.Type )` Whitelist compiler attributes required for C#11 required modifier Keep box-shadow within the original scissor so it doesn't overflow Package list sidebar glass style Dirty check PanelNode properly Add TreeNode.SetChildren Sidebar can be bigger now If the razor @ref is the wrong type then ignore it Fixup partydeck Merge pull request #712 from Facepunch/main-menu-sucks Main menu sucks Update yoga src to latest HEAD (adds gap support and some opt-in experimental fixes for making absolute positioning behave more like web) Get rid of old nuget yoga 1.5.0-pre1, replace with latest .net6 binary built from yoga#1207 Update yoga.vpc to build a DLL + build with /fp:precise otherwise the NaNs Yoga uses won't work Compile yoga with $NO_STANDARD_VALVE_CODE so we can use our yoga.dll in tests without tier0 dependency Fix Sandbox.UI.Test native dependency yoga.dll Yoga sanity unit test Fix Sandbox.UI.PositionMode not matching new YogaPositionType which has Static at the start now Might as well support `position: static` Default position is static and not relative, might break some ui where left/right/top/bottom have been misused w/o position: relative/absolute Hook up row-gap, column-gap and gap css properties Fix partydeck styles glass styles can use gap ! Delete yoga.dll now it's compiled Move Managed Tests to after native build - because we likely want some of the dlls to test Build native before managed Edited the wrong yaml New Clothing - Biker Jacket! https://files.facepunch.com/daniel/1b1011b1/sbox-dev_3rVxeZCbMB.jpg LODs and skinning adjustments coming ASAP Merge pull request #716 from Facepunch/update-yoga Merge branch 'master' into savedgames Add support for SavedGames package meta using SavedGameSettings class Start trying to show saved games in lobbies. Add simple project settings page
1 Year Ago
Initial commit
1 Year Ago
Comment out unknown command or convar log Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Added BeforeStateLoaded and AfterStateLoaded and change some method names RestoreConnection Don't do some goofy on-demand way to work out the connected stockpile entity. Propagate and cache stockpile connections when a foundation is added, restore them after load Persistance++ and refactors around persistence
1 Year Ago
Changed some terminology
1 Year Ago
Re-add IsValidPlacement for Foundation and add Structure.AuthorizationRange (fsk.structure.range)
1 Year Ago
If switches are defined in command line, respect them when creating a ConVar
1 Year Ago
Move Stockpile find stuff to Foundation instead of Structure
1 Year Ago
Added Stockpile entity and implemented ICodeLockable and IPersistence Added StockpileItem definition Add "material" tags to all material items Added placeholder Stockpile model Stockpile icon and recipe Added Unauthorized thought strings Added Structure.AddFoundationsToSet and Structure.FindStockpile (cached, but still shitty) Remove Foundation IsValidPlacement logic Automatically authorize the player who placed the Stockpile Added Player.IsAuthorizedToPlaceAt and add checks for both deployables and structures
1 Year Ago
Allow rotation of deployables (this currently breaks the Bedroll because it's using a silly model) Allow players to deselect their currently selected hotbar item Never transmit deployable ghost entities Set physics body transform immediately for temp ghosts (server-side) before using Trace.Body
1 Year Ago
Potential fix for nametags Try setting sound listener rotation to camera rotation(?) Persistence++ Fix autosaving + have weapon items store their ammo item type (thanks for spotting @Fortune#7015)