userConnacancel
reposboxcancel

113 Commits over 184 Days - 0.03cph!

Yesterday
Support `transform: scale( x y )` but still fallback to setting both if a single parameter is specified. Previous only a uniform scale could be set Merge branch 'master' of github.com:Facepunch/sbox
3 Days Ago
Move saving and restoring of frame time for bot commands to native Merge branch 'bottimenative'
3 Days Ago
Move saving and restoring of frame time for bot commands to native
10 Days Ago
Fixed bot user commands being ran at the wrong point during a tick causing bots to behave in strange ways Merge branch 'master' of github.com:Facepunch/sbox
11 Days Ago
Initial commit: parity Merge branch 'master' into bots Merge branch 'master' into bots Added MimicBot and updated to use BuildInput method Commented out some native bot_ commands. Added managed bot commands Fixed previous state issues and clean up Merge branch 'master' into bots Made changes for PR Merge pull request #27 from Facepunch/bots Bots
11 Days Ago
Made changes for PR
15 Days Ago
Fixed RenderEntity transform updates being tied to tick rate Merge branch 'master' into bots
15 Days Ago
Fixed RenderEntity transform updates being tied to tick rate
15 Days Ago
Fixed previous state issues and clean up
15 Days Ago
Commented out some native bot_ commands. Added managed bot commands
15 Days Ago
Added MimicBot and updated to use BuildInput method
15 Days Ago
Tweaked how Global.TickRate is read and reported by the engine (and tested it all this time) Merge branch 'master' into bots
16 Days Ago
Global.TimeScale and Global.TickRate are editable Added entity.Tags.List (returns list of tags) Don't allow prediction if entity is using physics movement Fixed voice chat not working correctly, especially after rejoin Added Client.Kick() Getting disconnected from a server now displays a reason why in UI Merge branch 'master' into bots
16 Days Ago
Initial commit: parity
22 Days Ago
Initial commit
24 Days Ago
Add AnimEntity.CurrentSequence
24 Days Ago
Sealed AnimationSequence + internal constructor
24 Days Ago
Removed old property. Pass entity into AnimationSequience
25 Days Ago
Obsolete GetSequenceDuration, IsSequenceFinished and Sequence. Add CurrentSequence which contains .Duration, .IsFinished, .Name, .Time and .TimeNormalized
25 Days Ago
Remove AnimTime and rename AnimCycle to SequenceCycle
25 Days Ago
Bound AnimTime and AnimCycle
35 Days Ago
Traverse the hierarchy when looking for network variable changed callbacks or else it'll fail to find inherited ones Merge branch 'master' of github.com:Facepunch/sbox
36 Days Ago
Experimentation with audio listener transform Merge branch 'master' into listener Use an override method on GameBase instead Revert "Use an override method on GameBase instead" This reverts commit 639584846ab72ceea03b43ea1c239bb6b47bec81. Reset the listener on game init and game shutdown Merge pull request #24 from Facepunch/listener Audio Listener Transform
36 Days Ago
Reset the listener on game init and game shutdown
36 Days Ago
Revert "Use an override method on GameBase instead" This reverts commit 639584846ab72ceea03b43ea1c239bb6b47bec81.
36 Days Ago
Use an override method on GameBase instead
37 Days Ago
Move client frame callback to after camera set up Merge branch 'master' of sbox Don't render hidden in first person objects if light object is set as first person Set locales on QDoubleValidator (only for attribute editor to see if it fixes #149) Hammer: Make build map window less shit Hammer: Fix build map window expanding to massive sizes without enforcing a max height Hammer: Added mesh names to bodygroup selector Don't try to precache null resource names Fixed VR Joystick reporting wrong Merge branch 'master' into listener
37 Days Ago
Experimentation with audio listener transform
42 Days Ago
Bound additional Sequence methods and callbacks for OnNewSequence and… (#23) * Bound additional Sequence methods and callbacks for OnNewSequence and OnSequenceFinished * Added descriptions to new sequence methods
42 Days Ago
Added descriptions to new sequence methods
42 Days Ago
Bound additional Sequence methods and callbacks for OnNewSequence and OnSequenceFinished
58 Days Ago
Fixed not being able to start a game that is installed locally
59 Days Ago
Far simpler approach to fetching and interfacing with particle system scene objects Getting somewhere Done properly and remove old attempt at wrapping IParticleCollection Make SceneObject.All a read only list Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld Merge branch 'master' into particle-scene-obj Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds Fixed wrong order Store SceneWorld in OnNativeInit Merge pull request #19 from Facepunch/particle-scene-obj Far simpler approach to fetching and interfacing with particle system…
59 Days Ago
Store SceneWorld in OnNativeInit
60 Days Ago
Fixed wrong order
60 Days Ago
Fixed BaseFileSystem adding renamed files twice to the changed list Fixes unwanted temp files from VStudio being added to the changed file list Hacky fix for Visual Studio not triggering recompile consistently Obsolete Hammer.RenderFields enableAlpha argument Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT) Revert "Hacky fix for Visual Studio not triggering recompile consistently" This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e. Destroy client side children on non client only entities Only delete children if they're client only Add BlendIndices and BlendWeights vertex attribute type Finalize modelbuilder properly Forgot about this Merge branch 'master' of sbox Add ModelBuilder.AddBone Vertex size mismatch with vertex layout ArgumentException includes the sizes Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
2 Months Ago
Fixed asserts with Path Tool's Rope particle effect Makes node colors affect the rope ColorHsv Fixes Add ColorHsv.WithHue etc Property.SetValue tries to use implicit converter (although I don't think this does shit) Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos ) Data Binding use PropertyAttribute.SetValue Merge branch 'master' of sbox Remove borders from box panel drawing routine Trace.Ignore can optionally ignore hierarchy or not Add [Property] to some of the panel properties Added LibraryMethodAttribute Fix exception in Color.TryParse Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that Panel derives from PropertyClass Fixed NRE in Property.SetValue Merge branch 'master' of sbox Fixed NetworkEntityList changed callback being called every time even when it isn't dirty Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32 Mesh.CreateBuffers can optionally calculate bounds for you Added Hammer.Path Merge branch 'master' of sbox Oops, actually make it calculate the bounds Add BBox.ToString Read only Entity.All (#20) Fixed Layer error when panel width is 0 Special cache for textures loaded from web, so we don't keep downloading the same shit Package Query API Merge branch 'master' of sbox Update Sandbox.Engine.csproj Merge branch 'master' into particle-scene-obj
2 Months Ago
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
2 Months Ago
Read only Entity.All (#20)
2 Months Ago
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
2 Months Ago
Read only Entity.All
2 Months Ago
Make SceneObject.All a read only list
2 Months Ago
Done properly and remove old attempt at wrapping IParticleCollection
2 Months Ago
Getting somewhere
2 Months Ago
Far simpler approach to fetching and interfacing with particle system scene objects
2 Months Ago
Some extra particle methods
2 Months Ago
Fixed render entities breaking if you delete any render entity within a tick event callback
2 Months Ago
Added fade distances and shadow fade distances to lights (#17)
2 Months Ago
Added fade distances and shadow fade distances to lights
3 Months Ago
Have Event.Physics.* namespace like Event.Tick.*