userConnacancel

4,008 Commits over 1,067 Days - 0.16cph!

37 Days Ago
Less silly API for one shot particle
37 Days Ago
Don't always play hitmarker
37 Days Ago
Add smoke puffs when firing. IHealthComponent. Implement health / damage for players. Network damage. Blood effect
37 Days Ago
Add ClothingContainer.ApplyWithComponent extension. PlayerDresser uses ApplyWithComponent Add WeaponComponent.Initialized - set ModelRenderer OnAwake Add ClothingComponent - update visibility for head clothing depending on if proxy, set to cast shadows only if not
37 Days Ago
Add Facepunch.Arena.ChangeAttribute Remove old WasDeployed OnUpdate check - use ChangeCallback
37 Days Ago
Be able to get object from CodeGen wrapped prop/method
37 Days Ago
Added AmmoContainer, ammo system and reload
37 Days Ago
Added muzzle flash
37 Days Ago
Cheeky business to hide player's head for owner so it will never clip, but still render full shadow with head
37 Days Ago
Can use GetAttachment and use muzzle for shoot pos now (thanks layla!)
37 Days Ago
Added SoundSequenceData resource and SoundSequence class. Add reload sound sequences to USP and MP5.
37 Days Ago
Add FireSound and DeploySound to WeaponComponent
37 Days Ago
Footstep aounds
37 Days Ago
Add Extensions.GetTemplate for PrefabScene
37 Days Ago
Add WeaponContainer
37 Days Ago
Remove redundant param
37 Days Ago
Kind of better handling of switching weapons on network / mp5 test Basic spread and recoil, auto fire
37 Days Ago
Dress player
37 Days Ago
Fire Rate, Deploy Time, GiveWeapon, SelectNextWeapon, SelectPreviousWeapon
37 Days Ago
OneShotParticle extension, WeaponManager to store prefabs
39 Days Ago
Check valid scene
39 Days Ago
Test weapon networked tracer
39 Days Ago
Use NetworkSpawn - players now have their own pistol
39 Days Ago
Add GameObject.NetworkSpawn, obsolete Network.Spawn (redirect)
40 Days Ago
Fix issues with loading compiled resource json in editor space
41 Days Ago
Update to give org
41 Days Ago
Fix documentation
41 Days Ago
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native (#1440)
41 Days Ago
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native
41 Days Ago
Try to give a starting weapon to test
41 Days Ago
FOV change
41 Days Ago
Test weapon / better camera
41 Days Ago
Add IsValidType and use that for now instead of IsValueType on the property. Support using `string` for Sync
42 Days Ago
StyleSheet String Table (#1437) * Initial commit * Make it better * Clear entries in StringTable.Reset * Remove unused method * Remove unused using statement * .scss and .prefab both valid small network files * Send .prefab_c instead of .prefab
42 Days Ago
Send .prefab_c instead of .prefab
43 Days Ago
ActionGraph: Fixed nodes calling methods returning Task<T> Enable laughter detection on lipsync, add laughter score property Add Material.RepresentativeTexture, some tools want to know the main color texture of a material Get rid of this, I hate it actually, should have a better way Codegen Engine assemblies (#1438) Remove unused codegen units Update CodeGen.Targets Don't report shutdown exceptions (proper) New native sentry dsn so we don't get entity branch errors Fix CodeGen attributes missing in CodeGen Updated DecalRenderer to use MakeDirty Fix decals being recreated every frame, scale properly with transform, light origin is projection point Use MakeDirty in a bunch of places, now we can Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network. Set map physics shapes collider to map collider component so they get collision events Fix collider overriding shape surface with default surface when model has already set it PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync Play impact sound from the impact surface, not the shape surface (they can be different on meshes!) Initialize native physics shape material to default so there's always a valid surface Initialize material.. but properly this time Fix BoxCollider not positioning properly Fix BoxCollider not positioning correctly Fix Sphere Collider fuck up Fix GameObject.Clone not setting parent Merge branch 'master' into stylesheet-stringtable
43 Days Ago
.scss and .prefab both valid small network files
44 Days Ago
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
44 Days Ago
Remove unused using statement
44 Days Ago
Remove unused method
45 Days Ago
skeleton
45 Days Ago
Initial commit
45 Days Ago
When calling network broadcasting, can specify minimum connection state Connection.DisplayName, SteamId is via ConnectionInfo Reduce network debug output Remove ConnectionInfo on disconnect Update DecalRenderer SceneObject when Size / Material is changed programmatically Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation Output member expansion https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png Add Connection.GetUserData Add ClothingContainer.Apply( SkinnedModelRenderer ) Can call SetBodyGroups on ModelRenderer before it's enabled Fix null strings thinking they're not strings New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit Fixed most common exceptions Re-add DXT compute staging texture for platforms that don't support block texel views (dx11) Only run DXT compute on platforms with full support WIP GetGameComponentNodeDefinition Fix filtering available nodes by context type Implement GetGameComponentNodeDefinition.BuildExpression https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo Check for null in GetRepresentativeTextureSize (speculative fix) Handle stack overflows in a different thread Fix typo in GetGameObjectNodeDefinition name Fixed bugs with direct variable inputs Fix steam lobbies not networking MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway Try to enforce a single voice recorder Reduce network debug Extra logging when out of order connect Fixed dropping connection only a PlugIn with a const value / variable Fixed phantom connections when using plug context menu Don't stomp sceneobject flags if passed an invalid override material Fixes glass etc. sbox-issues/issues/4461 Fixed RandomNodes.Int return type Try to avoid reporting errors on shutdown - because there's a billion of them Fixed implementation of RandomNodes.Int Add wireframe button to scene toolbar Fixed creating ActionGraphs from the asset browser Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry) Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore Merge branch 'master' into stylesheet-stringtable
46 Days Ago
Clear entries in StringTable.Reset
46 Days Ago
Make it better
46 Days Ago
Initial commit
47 Days Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
47 Days Ago
Trace.RunAll Support (#1434) * Initial commit * Returns IEnumerable, order by Fraction * Fixed return type on public method
48 Days Ago
Fixed return type on public method
48 Days Ago
Returns IEnumerable, order by Fraction