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

1 Year Ago
Fix sillyness
1 Year Ago
GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag Only ITagSet is a public interface, hide everything else away
1 Year Ago
Initial commit / backup Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one remove unused HasTag overload Support "world" tag to render only or exclude static objects and hammer geometry Typo Include/exclude sunlight and other lights according to set tags Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights Let's respect the camera's exclude / render tags in HighlightRenderer Add tag checks in DrawSceneObject too Remove unused GetTags overload Remove unused ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
1 Year Ago
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
1 Year Ago
Remove unused
1 Year Ago
Remove unused GetTags overload
1 Year Ago
Add tag checks in DrawSceneObject too
1 Year Ago
Let's respect the camera's exclude / render tags in HighlightRenderer
1 Year Ago
Include/exclude sunlight and other lights according to set tags Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
1 Year Ago
Typo
1 Year Ago
Support "world" tag to render only or exclude static objects and hammer geometry
1 Year Ago
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one remove unused HasTag overload
1 Year Ago
Initial commit / backup
1 Year Ago
Client Input Components (#747) * Initial commit * Documentation for ClientInput hints that it can also be used on ClientInputComponent * Allow any component, remove ClientInputComponent * Copy component values best we can in MimicBot
1 Year Ago
Copy component values best we can in MimicBot
1 Year Ago
Lobby/packages design cleanup Fix occasional panel index out of bounds Add storage settings page Duplicate asset option in context menu for assets in asset list Fix CI uploading without tests passing Fix concurrency Move concurrency to the root Dirty panel styles recursively when PseudoClass changes (fixes hover style remaining on children) Component RPC Support (#744) * Component rpc initial test * Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId * Backwards compat * Use temp StartRpc2/SendRpc2 names until next pain day Merge branch 'master' into client-input-component Allow any component, remove ClientInputComponent
1 Year Ago
Component RPC Support (#744) * Component rpc initial test * Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId * Backwards compat * Use temp StartRpc2/SendRpc2 names until next pain day
1 Year Ago
Duplicate asset option in context menu for assets in asset list
1 Year Ago
Documentation for ClientInput hints that it can also be used on ClientInputComponent
1 Year Ago
Initial commit
1 Year Ago
Use temp StartRpc2/SendRpc2 names until next pain day
1 Year Ago
Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId Backwards compat
1 Year Ago
Component rpc initial test
1 Year Ago
Add DamageInfo.WithDamage Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' of github.com:Facepunch/sbox Set Game.WorldEntity on client too Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Check if package is null before creating the PackageCard
1 Year Ago
Keep current map if it's valid for MapSelect.Hidden
1 Year Ago
Don't render packages that aren't valid Lobby.ValidateMap will ensure the map is set to one that is valid for that game package Validate map before starting game and when loading new game info Try map list if no valid tagged map Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Saves Games MVP (#722) * Initial commit * Add support for SavedGames package meta using SavedGameSettings class * Start trying to show saved games in lobbies. Add simple project settings page * Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs). * Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?) * Fixed paths * Simply page in project settings. Add map dependent option. * Automatically clear current saved game if selecting a different map * Update current map to one dictated by the current saved game * Add CachedSavedGame and GetSavedGame( string title ) * Invalidate cached saved games for a package when a game is saved * Some cleanup - don't cache (for now) * Use a file watcher and only update saved game file cache when a new one is added or removed * Remove unnecessary selection border * Clear current saved game selection when changing target gamemode * Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes * Rename * Early out of metadata is null (dont render) * Add MapPackage to condition * Auto update map when selecting Saved Game card regardless of if project is map dependent * Set correct map dependency value in saved games page at start * Automatically clear selected saved game if it is now invalid (version difference, doesnt exist) * Casing consistency * Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name * Fixed name * Auto format saved game file names * Use StringComparer.OrdinalIgnoreCase for Metadata class * Further refactor * Fix casing * SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. * Internal deserialize * Rename some methods to avoid confusion with the byte[] data * SetData methods that make sense * Throw an exception if trying to save a game with no data * Added SavedGame.Read and SavedGame.Write utility methods * Added SavedGame.GetFileName * Added SavedGame.Time (returns DateTime when it was last saved) * Remove unused using statements * Some PR changes
1 Year Ago
Let's remove Read and Write. People can just use BinaryWriter/BinaryReader with the raw byte array if they want
1 Year Ago
Some PR changes
1 Year Ago
Remove unused using statements
1 Year Ago
Added SavedGame.Time (returns DateTime when it was last saved)
1 Year Ago
Added SavedGame.GetFileName
1 Year Ago
Added SavedGame.Read and SavedGame.Write utility methods
1 Year Ago
Throw an exception if trying to save a game with no data
1 Year Ago
SetData methods that make sense
1 Year Ago
Rename some methods to avoid confusion with the byte[] data
1 Year Ago
SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff. Internal deserialize
1 Year Ago
Fix casing
1 Year Ago
Further refactor
1 Year Ago
Use StringComparer.OrdinalIgnoreCase for Metadata class
1 Year Ago
Auto format saved game file names
1 Year Ago
Fixed name
1 Year Ago
Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name
1 Year Ago
Casing consistency
1 Year Ago
Automatically clear selected saved game if it is now invalid (version difference, doesnt exist)
1 Year Ago
Set correct map dependency value in saved games page at start
1 Year Ago
Auto update map when selecting Saved Game card regardless of if project is map dependent
1 Year Ago
Add MapPackage to condition
1 Year Ago
Early out of metadata is null (dont render)