userConnacancel

3,069 Commits over 702 Days - 0.18cph!

2 Months Ago
Test: Turn off reverb Added WeaponDefinition.DeployTime, can switch weapon while reloading again Added CameraModifier.OnRemove Fixed NRE when suiciding Changed Spawn Overview style to match Lewis' concept a bit more Add linear gradient behind buttons on SpawnOverview Apply yaw / roll offset to viewmodel when walking sideways Blend airLerp based on if you're aiming down sights. This still doesn't feel right, though. Add jump windup, with first-draft jump camera modifier https://files.facepunch.com/devultj/1b0411b1/sbox-dev_9AKRGnGVGq.mp4 Remove Menu bind for LoadoutSelector Interpolate EyeHeight, use EyeHeight when calculating character's BBox. Means players can duck through crawl spaces, windows, etc. Test above space if the player tries to stop ducking, so they don't get stuck Sprint viewbob and start of sliding roll Allow aiming while crouching, lower the viewmodel a bit while moving Sliding roll, cooler slide mechanic Slide sound Don't sprint while crouching that's silly, and enable firing while sliding Nice sprint viewmodel bob Change sliding offsets ADS should feel instant Cleanup mechanic, give hint that view changes should be handled by mechanic Much better vaulting mechanic Check stuck when activating vaulting, add better checks for that, also dot to movment wish direction (not actual velocity) should be positive to that vector Slide further if we are aiming down sights, feels much better, also do view offsetting if we are aiming down Tweak all gun materials, seemed their PBR values were all uncalibrated, let them have proper nice contract Merge pull request #7 from Facepunch/better-feeling-movement Merge branch 'main' into custom-client-input
2 Months Ago
Use new FinalLayoutChildren overload Merge pull request #10 from Facepunch/custom-client-input Use new FinalLayoutChildren overload
2 Months Ago
Added PersistenceHandle
2 Months Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆 Update vfx_compile_helpers_d3d11.cpp update content from master Merge branch 'master' into shader-resources update core materials from master Add shader macros back in Fix crash hopefully stopping build-content from failing Merge pull request #651 from Facepunch/shader-resources Shader resources Build content Don't free shaders for unused static combos until I figure out why it's crashing Just get rid of FreeAllUnreferencedData, shaders are destroyed when resource is, so this shouldn't be needed and if it is we can do it better anyway particle procedural mat uses shaders/spritecard.shader for shader keyvalue Make mat_print_shaders work again, mostly just for my own use Make mat_print_shader_info work again null check resource data when deallocating shader resource (can this even happen tho?) assign layer shader to error resource if it couldn't load the shader we want Don't try to set default textures for raw material that has error shader Dont use GetErrorResource, it's fucking us up Don't try to deallocate error resource, because this is a thing that happens apparently :S Actually load all modes for error material, check for the actual error shader was wrong Remove refcount from vfx, the resource now has the refcount Add back ogniks fix for sboxgame/issues/issues/2533 Maps can use entities from addons tagged "map entity", these addons are mounted for the map independent of game and are accessible from Hammer entity tool Fallback to error shader if setting up static combos for mode fails Remove some parts of material editor still assuming .vfx so we can start phasing it out Compile optimized versions of all base addon shaders Force shaders changes in base to always compile optimized We keep pushing unoptimized shaders. End user ends up having to compile them all the time when they want to build optimized shaders. Lets force base to always be optimized so we don't make this mistake again Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure Revert back to the old way of reloading materials, blocking resource reload isn't stable Removed SteamVRImport as it was unused Fix mat_reloadshaders not finding all the proper materials it needs to reload Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside Fix Graphics.DrawRoundedRectangle not drawing a border SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope Cleanup and strip native postprocess pipeline and shader, fix dx11 validation error, remove unused combos, features & attribute - remove unused convars: r_post_fxaa, r_post_vignette, r_post_film_grain, r_post_mirror_horizontal, r_post_mirror_vertical Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed Build rendersystemempty when building shaders Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png We do want to depth prepass in monitor views, it's much faster Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d. Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that. Fixed numerous Rust models having incorrect collision We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7 Allow to add non-forbidden headers to Http requests, we should replace this whole class soon Drop some shader related breadcrums Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us Fix editor crash on exit (causing layout to not save) Compile optimized base shaders again Redo public MSAA shader api & update glass/passthrough for it Should fix that random d3d11 error we get Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn This test is a bit subjective, lets give it more breathing room Moved network and api protocol into src/common/protocol.h, deleted unused version stuff Oops, unmangle engine.def Merge branch 'master' into custom-client-input
2 Months Ago
Merge fixes incompatible
2 Months Ago
Fixed changing asset types breaking paths with spaces in Asset Browser Added asset type locations to Everything in Hammer https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png This only includes stuff that can be drag'n'dropped in Hammer Fix soundscape drag'n'drop not applying offset from hit surface New Outfit! - Bomber Jacket https://files.facepunch.com/daniel/1b0111b1/slack_sEoatXbAqn.png LODs and skinning adjustments coming. aoproxies: fix crash when a non-anim sceneobject has bones and aoproxies, the game used to override sceneobjects to be anim so this code made assumptions aoproxies: optimize loop over aoProxies by ref instead of copying Add SceneParticles.SetControlPoint that takes a snapshot Cleanup AO functions Make sure we have scene worlds before fetching one for the shape manager CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master Remove vr_ prefix from things that aren't actually dependent on VR vr_msaa is VR exclusive Typo :S Bomber Jacket LODs Plus adjustments to Hivis Jacket LOD3 shape Recursive content recompile Skater Helmet LODs + Modeldoc adjustments to Hivis light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox Smart Jacket LODs removing test asset Merge branch 'master' of sbox Added Input.SetViewAngles - actually sets view angles Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint Added Go To option to entity list in tools (uses setpos concommand) Fix cable_dynamic entity not existing Merge branch 'master' into custom-client-input
2 Months Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage Fix asset.party sound(scapes) not loading for local maps unless they were opened in Hammer first Fixed Game Launcher play button not working on game start when the selected item is the first one Added upgraded docking system Fixed an issue with bind proxies change detection Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Minor cleanups Revert "Fixed an issue with bind proxies change detection" This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1. Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached Fix Hammer Asset Browser not creating Update Facepunch.SymStore to .NET 7 Update Facepunch.SymStore.exe Fix crash caused by invalid vertex stages trying to be loaded on material compilation Embed shader macros so we know what combos are set when viewing shader debug info Update Facepunch.SymStore.exe Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds Fixed an issue with bind proxies change detection but passes tests now Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Merge branch 'master' of sbox "Projcet" -> "Project" Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen Give Hammer asset browser object name and icon again Merge branch 'master' into custom-client-input
2 Months Ago
Have Structure implement IPersistent and implement a system to have persistent ids
2 Months Ago
Added support for entities tagged with IPersistent (that are not players) to serialize/deserialize
2 Months Ago
Moved serialization stuff into ForsakenPlayer.Serialization and add crafting queue serialization/deserialization
2 Months Ago
When reading an item entity and its world entity is no longer valid, remove it if we are the server
2 Months Ago
Updated mazing for client input
2 Months Ago
Updated Unicycle Frenzy for Client Input
2 Months Ago
Updated Jumper for Client Input
2 Months Ago
Updated Minigolf for Client Input
2 Months Ago
Update spawnmenu, package spawning tests Fix spawnmenu invert Entity/Npc/Model list use new package/find/ api Merge branch 'master' into custom-client-input
2 Months Ago
Updated Gunfight for Client Input
2 Months Ago
Updated Boomer to support new Client Input stuff
2 Months Ago
Diagnostic fixes Move Debug Overlay options Asset party type selector Move TagPicker to TagPicker files Fix NRE when hotloading after closing hammer TagEdit - updated asset browser & publisher https://files.facepunch.com/garry/cfb1e92e-6654-43c7-95ec-b587a7fe34b4.png Move Map/MaterialMenu files Update AssertNotPreSpawn message Fixed EntityComponent.Entity being null in OnDeactivate Merge branch 'master' into custom-client-input Asset Browser handle spaces better https://files.facepunch.com/garry/0c89437d-84c0-439e-85e5-6fb5e5232f8b.png Fixed comboboxes in assets firing OnChanged event when first created Also fixed not changing the combo box selected item firing OnChanged event SoundEvent preview extra uses Audio.Play Some documentation UI2: Hook up "not-allowed" cursor type Update citizen eyes materials Fix assets not firing PostReload when updated from memory New Outfit Piece! - Skater Helmet https://files.facepunch.com/daniel/1b2911b1/sbox-dev_M98p5o19LV.png WIP and in need of LODs that will be coming ASAP. Add a palette to the color picker Add ParticleSnapshot resource class Bind UpdateParticleSnapshotFromVertices Add Particles.SetSnapshot from resource Allow procedural particle snapshot to be created from managed Add ParticleSnapshot.Vertex Update particle snapshot from vertices Documentation Include creation time in snapshot vertex Show facets in asset browser https://files.facepunch.com/garry/ad56d755-b646-4e12-a854-f43e1b1cad49.png Fix ParticleSnapshotVertex_t being incorrect Hammer API: Add event Selection.OnChanged which fires when your selection set changes Fix crash with Hammer.MapAsset when there's no map asset Hammer Asset Browser: Add @selected and @inmap tag filters https://files.facepunch.com/matt/1b2911b1/sbox_zPl9iqmF1Z.png @selected shows map mesh materials too Add Hammer specific locations to asset browser for Selected, In Map, Prefabs https://files.facepunch.com/matt/1b2911b1/sbox_CTSLP9Ccz5.png Hammer: Make default Asset Browser the C# one, label legacy as legacy and tuck it away in View -> Toolbars Don't cock up MainAssetBrowser with double spacing Fix not being able to load maps by path, usually from launching map with Hammer or building cubemaps Fix SceneSunLight using invalid native pointer Don't obsolete Texture.CreateArray, 2d texture arrays and 3d textures aren't the same thing Actually hook up a count for TextureArrayBuilder to work.. Updated to .NET 7.0 and C#11 Please update Visual Studio if you're experiencing issues with it. Read more about what's new here: https://devblogs.microsoft.com/dotnet/announcing-dotnet-7/ Skater Helmet Reskins White Checker and Camo Skater Helmet skins Sorting out the Sub categories of the tops and bottoms Hammer: Update sound(scape) drop targets to use file paths Also allows drag'n'dropping asset.party soundscapes. Map compiler does not complain about invalid format of unset sounds Fix handle leak in RenderTools.ResolveDepth/FrameBuffer causing huge vram leaks when using glow Fix compiler refs to System.Security.Cryptography, in .NET 7 they've merged the 5 dlls into 1 Hammer: Selection API only supports object mode currently, fixes crashes using it when the active selection mode is non-object Fix material editor not writing to image meta, fixes texture settings Allow boneless hitboxes Add a dict of native to manged materials so we can grab them from native Merge branch 'master' into custom-client-input
2 Months Ago
Fixed commands
2 Months Ago
Started work on binary serialization. When reading an inventory container server-side make sure to tell clients about changes to it
2 Months Ago
Immediately hide the plus more icon
2 Months Ago
Increase the burn interval of the campfire to 5 seconds for 1 wood
2 Months Ago
Randomly rotate pickups
2 Months Ago
Finish Timed Action system and UI. Improved pickup system and added Stone and Metal pickups.
2 Months Ago
Make LootSpawner abstract. Added GenericLootSpawner hammer entity and updated Military Crate. Adjust some stack sizes and show how long an item has left to finish crafting Only switch to the secondary cursor view if there are secondary actions Added slot numbers to the Hotbar Added resource pickups + pickup spawners + timed actions (WIP)
2 Months Ago
Added a Campfire crafting recipe
2 Months Ago
Added Raw Meat and Cooked Meat and updated Campfire to support the CookingProcessor.
2 Months Ago
Added consumable effect application (with instant or over time)
2 Months Ago
Added ConsumableResource and ConsumableType and ConsumableEffect. Update ConsumableItem to use it. Add a test Tuna Can item. Added Calories and Hydration and update them over time based on what the player is doing and their temperature.
2 Months Ago
Network PlayerName on PlayerCorpse for the client-side context action
2 Months Ago
Refactored BaseClothing -> ArmorEntity. Fixed a bug where giving an item to a container wouldn't remove it from its previous container. Added an inventory to player corpses. Transfer a player's entire inventory to their corpse.
2 Months Ago
If an item is an ArmorItem try to move it to the Equipment first when transferring. Make FindFreeSlot support passing in an InventoryItem instance to test for and add InventoryContainer.CouldTakeAny.
2 Months Ago
Pass InventoryItem as a parameter to transfer target handlers so they can provide different container options per item type
2 Months Ago
Added IHeatEmitter and SphereTrigger Added EntityExtension class and Entity.FindParentOfType<T> extension Implemented IHeatEmitter on Furnace and Campfire and calculate and lerp player's temperature to surrounding heat emitters
2 Months Ago
Automatically close any storage UI panels where either the entity has become invalid or the entity is a loot spawner and the inventory is now empty
2 Months Ago
Added LootSpawner base entity type. Added a basic loot crate for spawning with Hammer. Added LootTableResource, ILootTableItem. Added spawn chances etc to all available items so far. Added InventoryContainer.IsTakeOnly to make a container so the player can only take from it.
2 Months Ago
Actually take the items that are required for each structure piece
2 Months Ago
Added ItemCostAttribute and updated all Structure types to have one Added structure item costs to the Toolbox Menu and show when it is unaffordable
2 Months Ago
Simplify radial menu by having a single SCSS file that both ReloadMenu and ToolboxMenu share
2 Months Ago
Added dry fire sound event and increase spread for buckshot
2 Months Ago
Set recoil ranges for Pump Shotgun
2 Months Ago
Increase max players to 32 Add Shotgun ammo type to enum Have weapon base use item clip size and set hold type properly move a bunch of public virtual methods to protected Early out if type description for item resource doesn't exist Start adding shotgun with buckshot and slug ammo types and add temp icons for all including pistol and rifle ammo Add ProjectileCount support to ProjectileWeapon and move projectile backwards one tick on initialize Updated slug ammo stack size Added pump shotgun weapon and added damage falloff curves Add damage falloff getter to WeaponItem Fixed to NetInventoryContainer and NetInventoryItem, update value based on previous version when hotloading Return null if passing unique id of null or empty into InventorySystem.GetDefinition Add working ammo type selector and switching ammo - move reloading to server-side only https://files.facepunch.com/conna/1b2811b1/sbox-dev_wuJt54qN9X.mp4
2 Months Ago
Addons that successfully compile will still load and load their game resources etc even if one addon fails to compile
2 Months Ago
Fix high quality reflections showing checkerboards when it shouldnt Give QMenu a minimum width Fixed sound preview button not appearing for soundscapes Added sound preview for .sound resources in inspector Updated map template to not have missing KVs and use correct PP ent Documentation & cleanups PackageSelector specify a query e.g type:game instead of Package.Type.Gamemode, fix Hammer Add Game showing all non-game packages too Implement Soundscape.MasterVolume GameResources in maps properly adding asset system references Disallow editing of cloud downloaded game resources Optimize Prediction.WasPredicted, iterate RpcHistory backwards to delete previous ticks Don't Prediction.Watch when prediction isn't enabled, won't needlessly fill up RpcHistory when using the Sound system clientside only or any other ClientRpc systems Fix clothing list not rendering initially Add ContextMenu which automatically deletes itself on close. Try to use this whenever popping up a one time context menu. Move Project Enabled context menu option to first position Return early in DrawTextBox if rect is invalid Sully the project list with stats and warnings Allow for point light mixed light shadows Remove old lightbinner that isn't used Remove FOG_LIGHTING_MODE_BAKED_NOSHADOWS, it's only used for hammer preview and just confuses people, default lights to affect fog Make Henyey-Greenstein curve from dynamic fog match luminosity of baked fog, improve TAA on fog https://imgur.com/a/h4G7Qr4 Fix baked fog Make voxel resolution from env_volumetric_fog_controller be less confusing and match the description of combined lights, default indirect lighting to 1, increase draw distance Completely eliminate flicker on far fog clipmaps while reducing ghosting New Outfit Piece! - Smart Jacket LODs coming ASAP. https://files.facepunch.com/daniel/1b2511b1/sbox-dev_xqXleftbBj.jpg Revert "Allow for point light mixed light shadows" This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6. Hat LODs Bucket Hat, Nerdy Glasses, Fedora and Flatcap now have LODs pass on the light material (lamp post, ceiling light etc) and prefabs Merge branch 'master' of sbox Adjust editor console styling. https://files.facepunch.com/rubat/1b2511b1/A0aAcWaH3M.png Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug Eye shader now adapts the iris to the luminosity of the env 👀 https://i.imgur.com/lLUm03S.png Add parallax to citizen's eyes https://i.imgur.com/ItsxkjG.png Rust player has the same eyes Rework how Tools.GameData handles new assemblies, only reloading entities from them and batch them to refresh, go from consuming 140ms -> 8ms on hotloads. Fix local packages and make older asset.party assemblies work. DisplayInfo cache Skip byte order marks when trying to compile shaders sboxgame/issues/issues/2533 Don't cutoff rough high quality reflections, we already have optimizations to deal with that, fix directionality of directional AO when there's no lightmaps https://i.imgur.com/eA8f4pJ.png Fix GameData accepting inherited [HammerEntity] as a map class, it's explicit on every entity Tools compile newly enabled games on localaddons.changed - tools need games compiled for GameData and GameResource assets Eyes have roughness mask too https://i.imgur.com/tSxAguq.png Fix editors (hammer, modeldoc, etc.) autosaves for files outside of the game directory Clarify addon's PrimaryType field Double click project row to open properties Package Settings page Use project settings window to configure asset packages Project publish wizard foundation Enforce/Signal package ident length to avoid silent fails Get rid of IWebProgress, add simple action callback instead New publisher works Delete old PublishWindow Merge fix Upload wizard fixes Clean up and make it all work for non single file projects Clear the package cache after successful upload so it'll be usable immediately Delete PackageSettings page, replace with button Fix map list not displaying tagged maps for #local packages Fix package card's body text sometimes shrinking and getting clipped Minor avatar screen cleanup Startup time diagnostics Add Sandbox.Utility.DisposeAction More startup time diagnostics Hotload diagnostics Compiler diagnostics Merge branch 'master' into custom-client-input
2 Months Ago
Various inventory networking fixes (invalid items) and no longer need to specify item to InventorySlot panel just the slot number
2 Months Ago
Added ICookerEntity and ICookableItem and CookingProcessor to process cooking Ore is tagged as ore and fuel is tagged as fuel Update InventoryView to support multiple open inventory containers Update furnace to use CookingProcessor and implement ICookerEntity Add cooking UI https://files.facepunch.com/conna/1b2511b1/sbox-dev_EykTn4ZqaE.mp4
2 Months Ago
Additional types
2 Months Ago
Added a crafting recipe for the Storage Crate Don't show output stack size for crafting recipe if the stack size is 1 Adjusted some placeholder item icons Added furnance.vmdl and furnace.vmat and added attachment for fire Added Furnace and FurnaceItem (WIP) Added a crafting recipe for the Furnace item Fixed some entities not being hovered properly by the cursor if they are too tall Increase stack size of all ammo types Added a method to Weapon to create a temporary short-lived light source at a position Client-side create a temporary light source at the muzzle position when firing the MP5 to light up the area
2 Months Ago
When hovering a crafting queue item have it transition its border to red and show a red box shadow