302 Commits over 1,157 Days - 0.01cph!
Use Switch instead of Checkbox in lobby UI for game settings
Make it clearer that ConVars are not automatically created for you
Silent fail handling for game settings deserialization if the game is started by dedicated server or via the console
Lobby Settings (#432)
* Add LobbySettingsPage stub
* Initial version of adding lobby settings (I don't love it, still learning this Qt stuff, v0.0.1)
* Add first iteration of UI for changing settings in a lobby and applying them as lobby data / should auto update for clients to view
* Some cleanup. Don't put lobby settings into seperate tab. Add GameSettingType.Choice (not implemented yet.) Run game setting convars immediately (this seems to set server-side but isn't being replicated??)
* Added support for choices in the settings page
* Some cleanup. Add support for choice setting types in the lobby settings
* Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
* Improved styling a little for GameSettingsPage
* Add GameSettings dictionary as a property, ensure a blank default and clean up cookie values if the settings have been removed
* Bind GameSettings in GameLobby.html
* Added a button to delete a setting
* Fix typo
* Left-hand scroll pane and add button for settings and tidy up
* Updated to use NavigationView and add EditConVarPage
* Style tweak
* Remove unused code
* Some tidy up and add info explaining how they work and a warning that ConVar.Replicated is preferred
* Change wording
* Change ConVarName description
* Automatically update page names when the Display Name is changed
* Automatically show a default new setting page if there's none existing. Update the page icon automatically based on display type and if it's a new setting
* Remove the big shit delete button and add a context menu on the page item
* Default -> Default Value
* Fixed documentation on FloatSliderProperty/IntSliderProperty and added Step and Format support
* Added GameSettingType.Integer and GameSettingType.Float
* Fixed lobby data for game setting convars being stomped by cookies
* Added GameSettingType.Float and GameSettingType.Integer support to settings page and lobby
* Have the game settings scroll with a max height so they don't end up being overlapped by start game button etc
* Update step and format value for game lobby slider control to match the one in project settings
* Use gamesettings convar for lobbies and various other feedback fixes
* Throw deserialization into try/catch and use ConVar.Server instead of ConVar.Replicated
* Hide away "convar." string prefixes from addon code into Set/GetConVar methods for Lobby so the API is nicer
* Added documentation to GameSetting
* Added some extra doc
Add BindingFlags.NonPublic to SetPropertyObject
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Merge branch 'physicshape-tag-strings'
Add right click on asset header to give option for copying asset name
Allow [Change] callbacks for ConVars to be non-public
Only call callback for embed lists when they are cleared if it did previously have one value
Added changed callbacks for VarEmbedList (changed callbacks now work on lists of BaseNetworkable types)
Fix NRE in WaterController if PhysicsGroup is not valid
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback
Merge branch 'master' of github.com:Facepunch/sbox
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Add generic return type to GameTask.FromResult
GameTask.CompletedTask and GameTask.FromResult<T>
Add TaskCanceledException to whitelist
GameTask.RunInThreadAsync (#162)
* GameTask.RunInThreadAsync
* Whitelist System.ThreadStaticAttribute
Audio Device Selector (#151)
* Added audio device selector to then settings menu
Accommodate FOV when calculating camera position / angles for model thumbnails (#147)
* Perfect fit for provided FOV
Remove redundant overload and add extra documentation
Simple Speech API (Limited) (#144)
* Very simple listen method purely with dictation or listen method with a set of possible choices
Co-authored-by: Chloe Marcec <dmarcecguzman@gmail.com>
Ensure caret sanity after setting text on a Label to avoid exceptions in TextEntry after clearing existing text
Merge branch 'master' of github.com:Facepunch/sbox
Manual scoping for lag compensation (#130)
* Manual control of starting and stopping lag compensation
* Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
* Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
* Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
Fixed typo in bindings_knuckles.json that causes right hand trigger to not function
Trace.Box + Trace.Sphere + Trace.Capsule (#107)
Revert "PhysicsBody.Inertia"
This reverts commit 6f4421fc3f00dd2867c82284b9aa6377eefdcedc.
Restored lag compensation by default for base Player and BaseWeapon
Fix FinishLagCompensation being called in the engine even when no lag compensation was started
UseLagCompensation instead of WithLagCompensation
Lag Compensation (#79)
Implemented options for lag compensation
Fixed recursion in Easing.BounceInOut
Added per particle float eval support for Speed Min and Speed Max on MoveBetweenPoints initializer
WorldPanel.SceneObject.IgnoreZ
Added documentation
Merge pull request #65 from Facepunch/worldpanelignorez
World Panel Scene Object Ignore Z
Revert "Merge branch 'master' of github.com:Facepunch/sbox"
This reverts commit 2a16402685c602d6f5eceb7689c9ed9e31ed142c, reversing
changes made to 828d99697b9dc880a71dad8550d65bd782be537a.
Revert "Reliable network buffer supports split packets"
This reverts commit 5ec342fd82c7a6d43b9e437a5d66275142a4861a.
Merge branch 'master' of github.com:Facepunch/sbox
Support for a separate ZNear and ZFar for view models (#41)
Have Global.ChangeLevel use native method
Tidy up with an internal method to reduce duplication
Create an overload for Particles.Create to tie the particle systems to an entity without specifying an attachment
Lookup attachment client-side using model entity as no animating specific methods are used
Fixed particles only being able to follow attachments on AnimEntity types when using SetEntityAttachment (can now follow attachments on any ModelEntity)
Merge branch 'master' of github.com:Facepunch/sbox
Fixed bots not copying a player's cursor direction and origin
Merge branch 'master' of github.com:Facepunch/sbox
Fixed documentation error