userConnacancel

3,069 Commits over 702 Days - 0.18cph!

2 Months Ago
Change wording a little
2 Months Ago
Simplify the recipe categories a little for now until additional categories are needed
2 Months Ago
Have ITooltipProvider inherit IValid Updated Bolt recipe to provide 2x Bolt per craft Check for IsValid() in CustomTooltip to determine if the tooltip should fuck off Item definitions are always valid Added RecipeCategory enum and add a property for it on RecipeResource Added the first fully working version of the crafting interface https://files.facepunch.com/conna/1b2511b1/sbox-dev_PTQgHsDnTd.mp4
2 Months Ago
Early out if no managed inputs to write
2 Months Ago
Some additional styling changes for the crafting mockup
2 Months Ago
Started mocking up the first crafting menu draft
2 Months Ago
Added a client-side ConVar to show your own nametag (debug)
2 Months Ago
Fixed an out-of-range exception when clearing the crafting queue on death Added Nametags and Nametag and update them for each client
2 Months Ago
Updated Flashlight and Laser Sight attachments to have correct rotation Remove AttachmentResource - attachments don't really need to be a game resource they each require very specific logic Add Flashlight derived from SpotLightEntity with pre-configured properties Add AttachmentItem with various virtual methods (OnAttached, OnDetatched, etc) Update InventoryContainer.FindItems to return an IEnumerable instead of a new list every time Call a method when a WeaponItem has its weapon entity changed or nulled Add working WeaponFlashlightItem attachment and make sure OnAttached/OnDetatched is called in AttachmentContainer
2 Months Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing Fixed text panels not updating when string changed Merge branch 'master' into custom-client-input fixed holes and added LODs to the telegraph pole AssetSystem & GameData docs Sort asset references in inspector by type and name Makes it easier to see what's what. Also reduced vertical whitespace a bit. Added confirmation popups for deletion of assets/projects This also lets the user know what exactly will happen to the asset and project files upon removal/deletion. Fixed certain assets showing 2 icons in the browser AssetType.PrefersIconForThumbnail is now set correctly Remaining asset type/system docs More documentation Add SetRemoteDestination to trigger_teleport Validate organization thumbnails for asset.party selectors Validate AddonSelectorDialog org thumb - we've got 3 panels doing the same thing here, I'll unify them in the next couple of days Added multi-select support to Hammer's Entity Tool selector https://files.facepunch.com/devultj/1b1911b1/sbox_6eFNVff4fk.mp4 Removed GameSelectorDialog, renamed AddonSelectorDialog to PackageSelector Solves #621 PackageSelector uses Package.FindAsync Api Only try to sample from reflection buffer if we have reflections defined at all on the shader Add SceneParticles.SetControlPoint for rotation and transform Move ParticleAttachment to engine, this is something we'll need in tools, not just game Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game" This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb. Add Application.CursorPosition setter (used for locking cursor in tools) Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels Revert some experiments that shouldn't be in this branch Update shader files Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections Menu: Open video settings navlink by default Partial fix for audio breaking when sounds are played really far away Documented BaseItemWidget Actions, added ItemDeselected, ItemsSelectedTo Remove AddonProperty, replaced usage with PackageSelectorProperty, added defaultSelection to PackageSelector, added placeholder UI to see current selection https://files.facepunch.com/devultj/1b2011b1/devenv_OUH7xVz5AK.mp4 PackageSelector: Re-added #local to local packages Citizen/clothing: disabled jiggle on hard hat ModelDoc: Added more info to "not in CONTENT folder" error message Added hotload_log engine convar New Dress + New Hair Fixing LOD1 of Tactical Vest Show all leaderboards in menu again Basic support for {map} leaderboard name substitution Only supported for MapSelect.Official Avatar screen subcategories and clothing variations (#626) Adds Parent to the Clothing GameResource Clothings with a Parent will be displayed as a variation in a separate panel Categorizes clothing items by their subcategory Updated a few items to have subcategories and parents Limit main menu leaderboard list to 5 items for now Hammer: Ability to reset selected material Asset Brower: Make disabled asset types a bit easier to read Prettify FBX asset name Add Model.AnimationCount and Model.GetAnimationName Add tooltips to collapsed sidebar of entity selector Add Model.MaterialGroupCount and Model.GetMaterialGroupName Complete fix for far away audio from breaking our sound system Closes sbox/issues/615 & sbox/issues/622 & sboxgame/issues/issues/2461 Set max height for package description in menu For sboxgame/issues/issues/2575 fixed cctv_globe/mount mesh orientation and naming, updated physics and prefabs Merge branch 'master' of sbox Clothing Outfit Orginised / Parented for Colour Variations Remove Compiler.ReportCompileDiagnostics - this was only used in non-tools mode and was double printing something already handled in CompileGroup Merge codegen diagnostics into Compiler.Diagnostics so errors/warnings show in editor error list or console in non-tools If codegen reports any diagnostics of error severity, fail the build ( warnings won't fail the build ) Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing Clean up some generator diagnostic descriptors, make them more clear, set severity to warning on warnings.. Non-static ConCmd.Client errors Add scrolling to leaderboard list in menu Always use addon map list for map leaderboards in menu CI worked perfectly with the previous thing, let's try without processor throttling Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU Merge pull request #614 from Facepunch/aoproxies-suck AOProxies Rework Fix addons targeting local projects erroring - don't use #local in addon compiler references, there's code further down that will favour local package If an addon doesn't target a specific game add a reference to base - Sandbox.Internal.AssemblyModifier seems to take care of all the references Organising of Hair / Parented + New Baseball Cap reskins Entities can use GameResource types in properties Styling consistency for game frame comboboxes Hovering asset list will show asset path in status bar Fix directional AO shipping without actual directionality Delete created sound(scape) entity when drag'n'dropping outside of a Hammer view Fallback code for Hammer drag'n'drop assets with spaces in their path New package facets api replaces categories Reducde RS2008 severity Fix RS1024 warnings Disallow re-publishing downloaded assets from asset.party Fixed an exception when right clicking assets in "Dependencies" tab Show cloud downloaded assets outside of "Asset.Party" category too Fixed a warning in RuntimeAddon Generator: Replace ConCmd.Server|Admin attribute to include method signature (when needed), supports having two ConCmds with the same method name. Fixes sboxgame/issues/issues/2577 Added link to remote asset to OMG SUCCESS window And to right click on assets in asset browser in not asset.party category Sound preview in Sound Event editor stops on panel destroy Add disable mesh merging setting to prop_static Added PostUI render hook sboxgame/issues/issues/2436 Update steam audio to 4.1.2 Re-enable embree for steam audio again Improve selection & style for items with variations Merge branch 'master' into custom-client-input
2 Months Ago
When an item in a slot contains items in its child container show an icon to represent that
2 Months Ago
Updated all weapon models with latest and source. Added AttachmentContainer, AttachmentItem and AttachmentResource. Added a simple Weapon Flashlight attachment (non-functional.)
2 Months Ago
Simplified some naming so that InventoryContainer and InventoryItem both just have Parent
2 Months Ago
Inventory containers are no longer required to have a parent entity. Inventory containers can have an optional parent item. Items can now control whether or not they register their own child containers. This is useful because now weapons can now have their own "inventory" to store attachments. Updated all inventory UIs to support selecting an item and showing any child containers.
2 Months Ago
Less spacing between inventory slots and reduce the border radius by half
2 Months Ago
Added TemperatureModifier to ArmorResource & ArmorItem and appropriately adjust the player's temperature based on what they are wearing Extended the equipment inventory to support a new armor type: Feet. Added Army Boots, Black Hoodie and Cargo Pants as available items
2 Months Ago
Added a hover loot feature (hold Ctrl and hover over items in a container to add them to a transfer queue to be transferred to their transfer target container) Completed refactored InventoryContainer to support derived types and custom serialization Some tidy up around InventoryContainer Refactored item tag system to be a hash set of strings and can be set on the game resource. Item tag display info for tooltips etc can be registered with ItemTag.Register this stuff will be used for inventory container item filtering Completely remove hardcoded equipment check and add a new whitelist and blacklist item tag filter to inventory containers (client + server) show an invalid drag if trying to drag into a container that disallows the item Merge branch 'main' of sbox-forsaken
3 Months Ago
Added Thoughts and some generic thoughts for invalid placement of construction pieces and deployables https://files.facepunch.com/conna/1b2211b1/sbox-dev_3TTHzT5GR3.mp4
3 Months Ago
Some tweaks to the campfire
3 Months Ago
Updated font to Vollkorn for Cursor title and action names
3 Months Ago
Added a dynamic light to the campfire that flickers and moves around for a cool effect
3 Months Ago
Added SetRadialGradientBackground PanelStyle extension method Add ForsakenPlayer.GetChatRecipients Added opacity transitions for Backpack, Hotbar, Storage and ToolboxMenu Fix Draggable selecting IDroppable panels that aren't visible Added glow background to InventorySlot and use a radial gradient Added a chatbox with support for system messages Merge branch 'main' of sbox-forsaken
3 Months Ago
Add a default muzzle flash effect to the MP5A4
3 Months Ago
Temporarily fix parse ordering error by using °
3 Months Ago
Refactored context actions to use a simple class with ids instead of a bunch of classes Use ??= for internal environment in TimeController Reduce size of campfire by ~50% Support new context action stuff in player, make cursor movement less frame dependent, and simulate deployable placement in FrameSimulate Update Storage Crate and Item Entity to new context action stuff Add the first version of the deployable campfire (cooking UI to come later)
3 Months Ago
Some alternative styling to tooltips, draggables and inventory slots to better match the theme Added TimeGradient<T>, ColorGradient and FloatGradient to TimeController and added TimeSystem.Temperature Remove unused properties from MoveController Added networked temperature to the player (for now this just gets set to the ambient temperature) Added a simple (temporary) vitals display to show health, stamina and temperature Merge branch 'main' of sbox-forsaken
3 Months Ago
Update InventorySlot styling
3 Months Ago
Added campfire model and Vollkorn font and resource paths
3 Months Ago
Added a command to throw an item from a container Add `item` tag to ItemEntity entities and show stack size in the context name PickupAction now works with ItemEntity entities as well as storage crates Reverse FindDroppable loop in Draggable class Make Backpack and Storage panels droppable and, when items are dropped onto the background, throw the items out of the container in that direction
3 Months Ago
Ensure that stack sizes of given items (from command, or by cancelling a crafting entry) properly respect an item's max stack size value
3 Months Ago
Added CraftingTime to RecipeResource (the amount of time it takes to craft in seconds) Added CraftingQueueEntry networkable type Added a networked crafting queue (CraftingQueueEntry) and various methods to add or cancel entries for crafting Updated bolt recipe to have a crafting time of 2 seconds
3 Months Ago
Use Color cast for hex colors in ItemColors class
3 Months Ago
Add an intro transition to the custom tooltips
3 Months Ago
Make sure custom tooltip uses correct styling for Core Wars
3 Months Ago
Various compile fixes for Core Wars and bring it up to date
3 Months Ago
Update voxels submodule
3 Months Ago
Remove unused semi-colon
3 Months Ago
Use new FinalLayoutChildren overload Merge branch 'main' of sbox-corewars
3 Months Ago
Use new FinalLayoutChildren overload
3 Months Ago
Add some placeholder resource icons Remove unused baseball cap icon Increase draggable icon size Fix radial menu and custom tooltip to use new FinalLayoutChildren overload Add some fundamental material item types Add methods for getting total item count in inventory (sum of stack sizes) and HasItems and TakeItems these will be used for crafting
3 Months Ago
Added guard for ResourceLibrary being null (seems to happen sometimes in menu, even with a Host.IsMenu check?) Added StackSize and some documentation to RecipeResource
3 Months Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface Obsolete Entity.IsFollowingEntity & FollowedEntity Documentation & cleanups Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games ScenePortal docs Entity bone methods throw on out of bounds input Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values Merge branch 'master' into custom-client-input Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid Merge branch 'master' into custom-client-input Menu is allowed to access engine convars - unfucks all the settings menus Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' into custom-client-input
3 Months Ago
Use TryGetMeta instead of being a nob Merge branch 'master' of github.com:Facepunch/sbox
3 Months Ago
Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid
3 Months Ago
Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values
3 Months Ago
Add Client.IsFriend Fix compiler not finding runtime game dll when compiling runtime addon Can get TypeDescription by fullname (namespace.typename) Runtime addons can define their primary class Fixed codegen removing all namespaces in generated files This is primarily for property initializers Properly fix codegen removing all namespaces Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography System.Net.WebSockets for tool addons Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR Fix Undefined Behaviour In Tiled Rendering vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain vr: debugoverlay behaves properly for multiview instancing now too Outfit Reskins Variations + LODs Update shaders with adjustments for tiled rendering projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though Release shader for projected decals Get rid of anaglyph and parallel stereo rendering modes r_stereo_multiview_instancing: default 1, same as VR Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR ) Local packages untangled from remote packages Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up. I've updated the Game list page to razor so we could have the local game tab. Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR Fix r_stereo_multiview_instancing affecting non stereo rendering projected decals: small compile fix for shader Clothing Texture Variations + Makeup Merge branch 'master' of sbox release shaders for projected decals - should fully behave in VR now Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4 Less debug spam Switch to new find/get api endpoints Don't use localhost api - I knew I was gonna do this eventually Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it Fix Panel.OnParametersSet getting called twice Hammer: Try to guess static overlay projection distance from scaling more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them Add GetName & Count to MorphCollection Extra info for ModelEntity.SetMaterialOverride overlaods Fix incorrect blending on spritecard, makes render scene test pass Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly adjusted bird_spikes size to be grid size+ LOD tweak tweaked bird_spikes LOD2 tweak ad board to have the glass on the grid and reduce z-fight on LODs Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility Fix exception with "say" on dedicated servers vr: controllers linear velocity affected by VR.Scale too RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug Merge branch 'master' into custom-client-input
3 Months Ago
Immediately set the viewer's container when Storage.Open is called server-side
3 Months Ago
Added InventoryViewer component. Add this component to Client when they join. Add InventoryContainer.GetRecipients to concatenate the connections list with any explicit viewers. Update viewer based on currently open storage input from client.
3 Months Ago
Don't do anything in ItemResource.PostLoad or PostReload if we're in the menu Added Equipment to the Storage UI so players can drag items in and out of their equipment from/to the storage container
3 Months Ago
Fixed usage of TypeLibrary.Create being wrong