userConnacancel

4,006 Commits over 1,067 Days - 0.16cph!

47 Days Ago
WrappedPropertySet/Get also have Attributes defined. Two methods with the same name but different signatures will now have unique static attribute list. Fixed attribute constructor issues for backing static attributes.
47 Days Ago
Added Networked Properties https://docs.facepunch.com/s/sbox-dev/doc/sync-properties-jKFHwTGVgR
48 Days Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable Clean up Rename old NetworkTable to StringTable NetworkTable registration inserts entry Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode RigidBody uses SyncVars instead of INetworkSerializable Remove isReadingChanges - no longer needed Put Sync updates on regular network update CharacterController use sync vars Remove INetworkSerializable Fixes Add Obsolete to INetworkSerializable Fix some doc, call RunSync before NeedsToSendNetworkUpdate to ensure HasChanges is right Fix tests Remove rogue using statement
48 Days Ago
Remove rogue using statement
48 Days Ago
Fix some doc, call RunSync before NeedsToSendNetworkUpdate to ensure HasChanges is right
48 Days Ago
Remove isReadingChanges - no longer needed
48 Days Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable
49 Days Ago
Add some unit tests for NetworkTable
49 Days Ago
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53 Days Ago
Don't need this log anymore
53 Days Ago
When a map is re-compiled from Hammer reload any MapInstance components to reflect the changes
2 Months Ago
Fix TakeOwnership RPC not working
2 Months Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code Check if managed is ready before calling physics callbacks Fixed aoproxy crash when changing model Updated CitizenAnimHelper SpecialMoveState Sitting SittingOffsetHeight SittingPose Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool Another engine2 cleaning pass Missed a few more Raincoat LODs Add the same bounds checks as before to IzHeightFieldShape::CastRay VR: Fix out-of-editor rendering Move orbit camera to SceneEditorExtensions Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that) Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions Fix stray margin when expanding/collapsing components Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias Merge branch 'master' into updaters-test stash
2 Months Ago
poc
2 Months Ago
Pixels but it works with scene system
2 Months Ago
Trick to only play sound to local player
2 Months Ago
Remove this log
2 Months Ago
Some cleanup. Additional IsHost checks in some places / asserts. Fixed BallType not being assigned properly when potting first ball. Ball render alpha is networked / serialized.
2 Months Ago
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
2 Months Ago
In OnTargetedMessage if the TargetId is Guid.Empty, assume it's for us (this may happen if we're using OwnerId as the Target, but the "owner" is the host)
2 Months Ago
Send actual connection id instead of checking steam id as fixes local testing Fix white ball placement, disable cue renderer when appropriate to hide it
2 Months Ago
Fix toasts not showing up Make some vars private Cleanup
2 Months Ago
Clean up Pot History
2 Months Ago
Update player's BallType in INetworkSerializable.Read/Write
2 Months Ago
Move white ball move logic
2 Months Ago
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.
2 Months Ago
Fix NRE when calling [Authority] RPC but authority is the host
2 Months Ago
Add PoolPlayer, BallPocket, add pocket triggers to table When two players have joined it'll spawn balls (networked), cue (networked), and assign cue to first player for now.
2 Months Ago
Smooth it a bit
2 Months Ago
Fix shot strength fps variable
2 Months Ago
Set substeps, adjust damping, enforce ball z velocity - try to lock balls to axis, collision start event for sounds later
2 Months Ago
Add GameManager. Update physics props of ball / table. Set some sort of sensible angular and linear damping of balls for now
2 Months Ago
Add PoolCue component - do basic logic for cue shot
2 Months Ago
Make 'em a bit translucent
2 Months Ago
PoolBallSpawn uses Gizmo to render in editor - add hitbox, set material group etc.
2 Months Ago
Add pool ball spawn component - ball prefab... setup (roughly) spawns in scene, bring over old enums
2 Months Ago
OnTagsChannged -> OnTagsChanged
2 Months Ago
Random force component test + add rigidbody to the model collider objects
2 Months Ago
Make a really thin box collider for the middle felt
2 Months Ago
Setup camera and colliders (this may not work off the bat)
2 Months Ago
Remove old lounge_v2 Add pool_lounge reference map Add pool.scene and start assembling the table Assembled table mostly except felt marking (white ball line), regular ball area
3 Months Ago
Initial commit - import materials, models, map, sounds and ui textures
3 Months Ago
Initial commit
3 Months Ago
Fix [Broadcast] requiring `using System;` statement in file
3 Months Ago
Squashed commit of the following: commit 04050373a0633a5122791133885299c358f4b0eb Merge: 577fcd3fec 2fd2d4d278 Author: kurozael <kurozael@gmail.com> Date: Wed Dec 6 13:32:00 2023 +0000 Merge branch 'master' into codegen-struct-arg commit 577fcd3fec861bb7f6cbde51621bbcd1558f2ff3 Author: kurozael <kurozael@gmail.com> Date: Wed Dec 6 07:39:32 2023 +0000 Update CodeGenerator unit tests for new stuff commit 64f62b40059c7d3ba16a373a1420401f6d79e2a6 Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 15:57:11 2023 +0000 Readonly ref for Wrapped structs. Store Identity on MemberDescription. virtual method for generating identity hash, override it for MethodDescription... store global lookup for member idents. Add TypeLibrary.GetMemberByIdent. Clear members for types when assembly removed commit 6c14f5b5784fb490e2a73c49a987df8087c8f4e6 Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 15:24:45 2023 +0000 Added typeparam docs for T in WrappedPropertySet/Get and WrappedMethod commit b9dbf0592cee5b4ae091670b592ace183722fb5b Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 15:21:17 2023 +0000 Typo commit 52253bee1e373d09adc7be59b3e8669f93cb1caf Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 15:20:26 2023 +0000 Unused params commit 0ff3451a31caa63537c9559e0bc59243352f8c3e Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 15:09:40 2023 +0000 Add TypeDescription.GetMethodByIdent, fix array param types not matching from codegen + methoddescription hash commit e251f3fc500252431683c9a36de704cdfe8cc298 Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 10:38:36 2023 +0000 Add support for codegen to pass methodidentity in struct, and split typename from methodname and add IsStatic as well to help differentiate properly commit 55c6710de87bb61c1eb7e141a4bc8961b67cfcc1 Author: kurozael <kurozael@gmail.com> Date: Tue Dec 5 10:37:43 2023 +0000 MethodDescription.Identity built from return type, name, params but not fully qualified rn as hard to correlate with results from ITypeSymbol in codegen commit 7b0d25a70a0f8ee7afac0252c6dcf0338582e0db Author: kurozael <kurozael@gmail.com> Date: Mon Dec 4 13:30:18 2023 +0000 Initial commit / struct names not finalized Update rpc and MakeDirtyAttribute callbacks to use new codegen structs. Authority rpcs and static rpc support Assets for createwrappedmethod These methods will need to be protected (comment with why)
3 Months Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row Add r_depth_debug to visualize the depth buffer Fix EnumControlWidget for [Flags] enums Before: https://files.facepunch.com/ziks/1b0411b1/flags-before.mp4 After: https://files.facepunch.com/ziks/1b0411b1/flags-after.mp4 Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general New Outfit Piece - Fisherman Jumpsuit LODs and Skinning adjustments coming asap! Add PhysicsBody.GetLerpedTransform Add PhysicsBody.SmoothMove sceneanimatableobject sets physics bone positions on non animated models too Fix skinned mesh bounds being fucked (although this needs another look later on) Rotation.SmoothDamp is static Add SmoothMove.SmoothMove which takes a transform, does rotation too Cleanup failed experiment Remove r_depth_prepass option, we should always be doing it as part of forward+ Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do. Fix api break Up Engine API version Pass engine version how web expects it when searching for packages depthresolve uses min of all msaa samples Update izabu and add my changes Render menu Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually` Clear attributes after popping a layer when rendering UI Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374) Disable tests that load games or addons for now. Closes #1376 Disable TestGamemode unit test and game and extension templates unit tests Go through code looking for painday comments and try to sort them out (#1377) * Go through code looking for painday comments and try to sort them out * Readonly get Clear all [Obsolete] for a fresh slate (#1378) * Clear a bunch of [Obsolete] stuff * Remove obsolete template element override Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now Disable test for package.facepunch.sandbox.dll Should_Pass Disable 2 more tests that will be broken right now Merge branch 'master' into codegen-struct-arg
3 Months Ago
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer DecalRenderer component assumes we're using the new decal shader, has some settings Add decal test scenne Add some simple decals Add decal prefab SkinnedModelRenderer derives from ModelRenderer Added OnTagsChanged, tags cascade to child objects Tags show differently depending on whether they're inherited or not Fix missing player in volume fog scene Batch component callbacks nicer CallbackBatch deals with calling adding inside execute Make CallbackBatch awesomer Cleanup Make OnValidate protected FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor Update renamed to OnUpdate, made protected OnStart is protected Unit test fix Made everything else protected Fix model not getting updated in ModelRenderer Fix GetComponents getting components of disabled GameObjects Fixed children gameobjects not disabling properly Put a decal in the volume fog cave Moved HeaderBar folder up one to remove Editor directory warning Move Component access to a class, so we can use the same from Components without twinning methods GetComponent => Components.Get etc Rename Components.Add to Components.Create Tweaks Components.Get/GetAll so they can take flags to filter instead of the two bools Reverse the disable condition in ForEachChild to match new Component default Add GetOrCreate Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory) Show loading screen when loading scene Update the skinned meshes in order when parented Fix undo json max depth Fix ComponentList not updating Fix undo breaking with too much depth Update component template to match new API Hierarchy tree doesn't swallow shortcuts when focused Stop using emoji for create object menu, everyone hates it except me Scene hook system, convert Animation and Physics to use hook system Add Scene.GetAllComponents<T> (fast path) PostProcessers can use this shortcut to get their camera Rename SoundListenerComponent to AudioListener Sound.Listener defaults to camera position Soundscape component Sound Point test soundscape box shape box shape in soundscape scene Sound Box component + scene correct path for box sound component Rename SceneHook to GameObjectSystem Fix components not getting unregistered on destroy Add Scene.Trace, HitboxGroup (heaby work in progress) Add AnimationHelper.WithWishVelocity to example playercontroller Add Scene.GetSystem<T> Fix opening all menus as modal Add BaseComponent.OnDirty, [MakeDirty] property attribute Add GameObjectSystem.ITraceProvider Remove CameraPhysicsDebug from menu camera 🤦 Hitbox components, Hitbox System PlayerController faces the direction of the camera when spawning CameraPhysicsDebug does its traces in a thread Joint components ModelPhysics creates ragdolls propertly Grabber uses new SmoothMove Cleanup Fix sound scene description Joints grab body from keyframe collider if all else fails Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4 Joint scene name + description Fixed SkinnedModelRenderer bugs when multiple on same GameObject Fix CharacterControllerHelper getting stuck along multiple planes With a few small changes to read closer to the original source Hinge center and axis use game object transform instead of properties Do the same for slider axis Fix incorrect hinge gizmo drawing GameObjectInspector, start multi edit GameObjectInspector support adding components to multiple gameobjects at once Handle component multi-select Component/GameObject ControlWidget multi edit support Update to consider removed painstuff / obsolete Merge branch 'main' into staticrpc-authorityrpc
3 Months Ago
Disable 2 more tests that will be broken right now
3 Months Ago
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now Disable test for package.facepunch.sandbox.dll Should_Pass
3 Months Ago
Clear all [Obsolete] for a fresh slate (#1378) * Clear a bunch of [Obsolete] stuff * Remove obsolete template element override