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1,298 Commits over 1,371 Days - 0.04cph!

1 Year Ago
Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags. Use nameof where possible Fixed tests for WrapSet/WrapGet
1 Year Ago
Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void
1 Year Ago
Tests build
1 Year Ago
Added first version of WrapSet/WrapGet Unit test stubs Don't pass value for get accessor.. Cast to original return type in get accessor when wrapping
1 Year Ago
Support CodeGenType.Instance with CodeGenType.WrapCall
1 Year Ago
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
1 Year Ago
Initial tests for static call wrap
1 Year Ago
Use Frustum instead to ensure created
1 Year Ago
Fix Vector3.ToScreen not working as it did before and breaking lots of stuff. Implement backwards compatibility and evaluate if this is the right solution later.
1 Year Ago
Allow local packages in game menu if we are not ourself a remote package. Fixes sboxgame/issues#3614
1 Year Ago
Fix NRE when trying to mount packages in game menu. Fixes sboxgame/issues#3806 Include token hash in log when unable to find string token
1 Year Ago
Added some extra logging and safety in reading inputs to try investigate sboxgames/issues#3886
1 Year Ago
Fix confusing comment
1 Year Ago
Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities
1 Year Ago
Minimize conflicts
1 Year Ago
Rider DotSettings
1 Year Ago
Revert AttachSteamAuthTicket
1 Year Ago
Authorization option for WebSocket, remove SetRequestHeader (duplicate functionality)
1 Year Ago
Add SetRequestHeader
1 Year Ago
Revert DisposeAsync, it actually isn't needed. Only dispatch Disconnect if we're connected. Add EnableCompression to set deflate options if their socket server supports.
1 Year Ago
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
1 Year Ago
Clientside Anim Fix (#1188)
1 Year Ago
Delete unused method Fix and simplify condition that could never be true
1 Year Ago
When setting GameLobby.Game set withLocal to true so that we actually load the local version if we're starting from a local version. This also fixes FileSystem.Data not using the folder with #local in when it should be.
1 Year Ago
StartServerAsync empties savedgame, gamesettings, extensions ConVars Create Game on default menu actually respects Min/Max players in the project settings Using min doens't make sense there actually
1 Year Ago
Saving a game stores current MaxPlayers in metadata. Fixed default menu Load Game not working, make it look OK.
1 Year Ago
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set (#1180) * Defer OnAfterTreeRender until end of tick to ensure children processed first and references set * Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty * Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty" This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
1 Year Ago
Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty" This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
1 Year Ago
Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty
1 Year Ago
Max 32 chars for ident edit, don't show sandbox gamemode twice Add icons for all file menu items Add "Open in Editor" context menu option to ProjectRow, shows up for library/tools/addon projects Make StartScreen a BaseWindow, add HasMaximizeButton Add modal package selector to main menu, use `Game.Overlay.ShowPackageSelector( query, onSelect )` https://files.facepunch.com/tony/1b1811b1/sbox_0pbOdyXzXM.mp4 Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds Revert "Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds" This reverts commit 738d6ef11f5591743600177ff476b7d5138f9741. Trace.RunAll() - return empty array instead of null for no results Fix copying text throwing exception Use s&box logo as window icon for welcome screen 👋 Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes Fix crash when dragging cloud models quickly in/out of MapView Merge branch 'master' into render-frag-ref-fix
1 Year Ago
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set
1 Year Ago
Fix setting GameLobby.ConVars not checking correct key for input Remove Map options for Game projects (this stuff to be handled in game menus only in future) Remove map select stuff from LaunchConfig Remove validate map stuff from GameMenuInstance Obsolete ValidateMap, MapSelectionMode and MapList
1 Year Ago
Add .idea to .gitignore
1 Year Ago
Scrape Effects (#1139) * Add props to Surface for impact decal and scrape effects / decals * Use ContactPoint + SurfaceNormal to pass into AddImpactSound * Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface? * Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) * Correctly spawn soft or hard physics impact particles + decals based on squared speed * Add normal from first valid manifold on contact to friction events to pass to C# * Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary * Also grab contact center from first manifold and pass to C# * Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop * Set destroy time to 0.5 (this is a failsafe anyway) * Don't have particles follow entity, do it ourselves so we can set to actual contact pos * Set forward for scrape particles to contact normal * Use method for getting inherited surface values if necessary to avoid repeating same code * Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal * Lower destroy time for effects * Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default * Surface is considered smooth by default, can set roughness factor higher for rough surfaces... * Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default" * Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds * Remove unused prop * Remove unused var * Make EnableScrapeEffects and EnableImpactEffects internal for now * Make FrictionEffects a dictionary * Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared * Add an Intensity named control point value (0-1) for scrape particle effects to use
1 Year Ago
Set default value if property does not exist in AddDictionaryPropertyInt as we do in AddDictionaryProperty<T>
1 Year Ago
Add an Intensity named control point value (0-1) for scrape particle effects to use
1 Year Ago
Make EnableScrapeEffects and EnableImpactEffects internal for now Make FrictionEffects a dictionary Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared
1 Year Ago
TickRate Project Settings (#1134) * TickRate project settings * Def tick rate 50 as it was * Obsolete Game.TickRate.set * take tickrate stuff out of serverconfig
1 Year Ago
Remove unused var
1 Year Ago
take tickrate stuff out of serverconfig
1 Year Ago
Obsolete Game.TickRate.set
1 Year Ago
Def tick rate 50 as it was
1 Year Ago
TickRate project settings
1 Year Ago
Remove unused prop
1 Year Ago
Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
1 Year Ago
Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal Lower destroy time for effects Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default Surface is considered smooth by default, can set roughness factor higher for rough surfaces... Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default"
1 Year Ago
Add props to Surface for impact decal and scrape effects / decals Use ContactPoint + SurfaceNormal to pass into AddImpactSound Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface? Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) Correctly spawn soft or hard physics impact particles + decals based on squared speed Add normal from first valid manifold on contact to friction events to pass to C# Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary Also grab contact center from first manifold and pass to C# Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop Set destroy time to 0.5 (this is a failsafe anyway) Don't have particles follow entity, do it ourselves so we can set to actual contact pos Set forward for scrape particles to contact normal Use method for getting inherited surface values if necessary to avoid repeating same code
1 Year Ago
Use method for getting inherited surface values if necessary to avoid repeating same code
1 Year Ago
Set forward for scrape particles to contact normal
1 Year Ago
Also grab contact center from first manifold and pass to C# Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop Set destroy time to 0.5 (this is a failsafe anyway) Don't have particles follow entity, do it ourselves so we can set to actual contact pos