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1,239 Commits over 1,341 Days - 0.04cph!

1 Year Ago
Support passing no choices to listen for any text
1 Year Ago
Actually have SpeechRecognition.Start take an IEnumerable<string> for choices - lets you use string[], Lists, method returning IEnumerable etc
1 Year Ago
Use init instead of setter for SpeechRecognitionResult properties
1 Year Ago
Obsolete SpeechRecognition.Listen. Add SpeechRecognition.Start. Callback for SpeechRecognition.Start passes SpeechRecognitionResult with additional info: Confidence (0-1), how confident are we that this is the right result? And Success, did we find a match? The old SpeechRecognition.Listen method routes through this for backwards compat for now. Fixes sboxgame/issues#2562 Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Fix Time.Now / Time.Delta not being updated properly C# side in PostBotTick Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Fix access violation
1 Year Ago
Call it ScrapeEventData like CollisionEventData and move it out of Entity
1 Year Ago
Use ScrapeEvent incase we need to add/change params later
1 Year Ago
Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
1 Year Ago
Networkable Component References (#1056) * add componentid to IComponent * make component id public - add internal findbyid method, add lookup dict for comp by id * add/remove components from lookup where appropriate * Add VarIComponent to support [Net] IComponent types * Add replicate codegen * VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent * FindById should just return an EntityComponent now
1 Year Ago
FindById should just return an EntityComponent now
1 Year Ago
VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
1 Year Ago
Reverse MathX.approach params (it was this way in native :S)
1 Year Ago
Add friction sound to list.... some debug logs...
1 Year Ago
Strip m_audioParams / CPhysSurfacePropertiesAudio Add ScrapeRough/ScrapeSmooth to Surface sound def, add RoughnessFactor and RoughThreshold Reorganize code + implement friction sounds in theory Call StopFrictionSounds in entity destruct
1 Year Ago
Remove some logs, ensure impact sound plays from body position
1 Year Ago
Start re-impl impacts in c#
1 Year Ago
Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
1 Year Ago
Add GetFrictionNotifications() to IPhysicsWorld Add FrictionEvent, call c# with friction notifications Add OnFrictionEvent c# side, add some log for test
1 Year Ago
add componentid to IComponent make component id public - add internal findbyid method, add lookup dict for comp by id add/remove components from lookup where appropriate Add VarIComponent to support [Net] IComponent types Add replicate codegen
1 Year Ago
Strip CPhysSurfacePropertiesSoundNames
1 Year Ago
strip impact sound stuff from native put it in c# commented out for implementation there later
1 Year Ago
Fix crash in particle system when using SetParticleControlComponent with an invalid CP value. If the CP passed is higher than function read limit, log warning and return origin vector in GetControlPointPosition
1 Year Ago
Let's just limit RpcHistory.Storage to 1024 elements by removing the first element if we go over that. RpcHistory.Purge is called when a net message (rpc) is received, but if one isn't received for a while the rpc history can build up to insane amounts and cause issues with hotloading
1 Year Ago
Readonly saved game display in lobby screen (if saved game is chosen)
1 Year Ago
Saved Game functionality Merge branch 'game-menu-sucks' of github.com:Facepunch/sbox into game-menu-sucks
1 Year Ago
Instead of silently failing throw arg exceptions - fix internal events not having correct params (#1003)
1 Year Ago
Instead of silently failing throw arg exceptions - fix internal events not having correct params
1 Year Ago
Update cref value
1 Year Ago
Add GameEvent.Server.ClientJoined and GameEvent.Server.ClientDisconnect events Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Error when compiling if event listener method has incorrect params based on MethodArguments attribute (#992) * Initial commit * Nicer error * Use an error id thats not used * Use full name when getting attribute so dont process this for some other random attribute with the same name * Apply to any attr * Change error title * Remove unused using statements
1 Year Ago
Remove unused using statements
1 Year Ago
Change error title
1 Year Ago
Apply to any attr
1 Year Ago
Move game specific events to GameEvents, keep Event.Hotload and Event.Debug.Overlay, mark others obsolete (#993)
1 Year Ago
Move game specific events to GameEvents, keep Event.Hotload and Event.Debug.Overlay, mark others obsolete
1 Year Ago
Use full name when getting attribute so dont process this for some other random attribute with the same name
1 Year Ago
Use an error id thats not used
1 Year Ago
Nicer error
1 Year Ago
Initial commit
1 Year Ago
Fix System.Collections.Concurrent not being supported
1 Year Ago
Fix mimic bots not copying player's action inputs Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Compile shaders for a project after importing it Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Add Sandbox.Internal.GlobalGameNamespace to global namespaces for csproj for libraries Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Library minimal project sets HasAssets to true by default + expose these options during project creation for libraries (let libs contain assets) Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Tidy up and add comment
1 Year Ago
Throw error when [ClientRpc] is added to invalid methods (not an Entity type, or EntityComponent type, or static method) Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Allow any Entity type to be a [ClientInput] Merge branch 'master' of sbox
1 Year Ago
WIP: ShaderGraph Comments (#907) * WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4 * Add select color choices for comments * Add description field too for tooltips * Jiggle position and reset each update to force a redraw and update hitbox (temp) * Snap to grid on resize * Let static RPCs be nested in other static classes * WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4 * Add select color choices for comments * Add description field too for tooltips * Jiggle position and reset each update to force a redraw and update hitbox (temp) * Snap to grid on resize * Call PrepareGeometryChange when resizing * Hide Comment Node, add seperate Add Comment option always on top * Update colors + add new one * Show description inside the box * Selecting a comment normally will automatically select any nodes inside of its bounds * Better selection handling for nodes inside * Added layla's resize stuff + KISS approach to selecting children. click the box selects whats inside. * Comments take priority for Property display * Deselect current nodes when pressing on comment if not already selected * Use LeftMouseButton instead coz it exists and it's nicer * Always keep inner nodes selected (check last mouse down) * Remove drag indicator from comment as not needed now * Comment UI tooltip updates when title/desc changed * When dragging a comment node on top of another comment node, alter its z index so its on top of that one * Greatly increase the max comment node size * Fix layering * Better layer system + normalize layers * Can just drag a comment node to select and drag its contents too. Double click a comment node to select only the node itself
1 Year Ago
When finding dependant assets always search the same path first before any other Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g: dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in: 1. addons/citizen/models/citizen_props/crowbar01.fbx 2. addons/dm98/models/citizen_props/crowbar01.fbx Now it'll always favour 2 because it's in the same addon Group Proxy preview updates when editing Transforms in the property sheet sboxgame/issues/issues/2990 Include assembly name in type identity calculation Fixes a rare issue when there are multiple types with same full name. sboxgame/issues/issues/2939 New Hair! - Big Scruffy Beard https://files.facepunch.com/daniel/1b2911b1/sbox-dev_MvCKICBk1H.jpg Quick fix to Monobrow grey .clothing file profile picture Fixed game window drag'n'drop being an error with multiple files sboxgame/issues/issues/3017 Mark some of our base libraries without HasAssets, hide them in asset browser - I'm not too sure about including base just yet Fixed project templates listview getting cut off https://files.facepunch.com/devultj/1b3011b1/HVoY9GSNkU.png Give menu addon an asset path again Fix loading addons in tools registering their events + cleanup Hammer package integration USP Match Pistol art pass for the USP pistol includes viewmodel and worldmodel meshes https://files.facepunch.com/rickgreeve/Vs3XVgXn2y.jpg USP fixes normal error fixed bodygroup setup improvements Tools always load local packages on active Rubikon: Ray cast optimizations against meshes from Dirk Make asset browser custom asset types refresh on tool compiles again EditorModelAttribute: strip _c from path Remove SFM/Dota/Etc stuff from rendering pipeline (#904) * Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it * Delete all code, shaders and dependencies from other rendering pipelines * Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting * Fix references to old pipelines on remainder of shaders * Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore * Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that * Fix crash on moviedoc on maps with volumetrics * Revert deletion of debug_sunshadow_vis.vmat * Put RecoverWorldPosFromProjectedDepthAndRay on shared code Remove Panel.SetNeedsFinalLayout Remove PanelStyle.sortedRules, no need to reverse AllStyleSheets Build style rules in parallel (prevent ui hitching) HashSet benchmarks Unit test fixes Fix not updating layout on screen scale changes Adjust VS project names for built-in editor addons Move tools.package.loaded event to ToolsDll Fixed obsolete warning adding concrete material variation Merge branch 'master' of sbox Prevent game crashes when overflowing string tables Add tooltips to sound preview buttons Added failing test reproducing #929 Stricter test for #929 Fixed #929 Fixed IServerDll hotload not being able to resolve package assemblies Fixed ReflectionExtensions.ResolveType Used to not respect the assembly load context of the target module Merge branch 'master' of sbox Sandbox.UI.Panel documentation Merge branch 'master' into sgraph-comments Fix layering Better layer system + normalize layers Can just drag a comment node to select and drag its contents too. Double click a comment node to select only the node itself