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845 Commits over 1,127 Days - 0.03cph!

7 Months 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
7 Months Ago
Support CodeGenType.Instance with CodeGenType.WrapCall
7 Months 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
7 Months Ago
Initial tests for static call wrap
8 Months Ago
Use Frustum instead to ensure created
8 Months 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.
8 Months Ago
Allow local packages in game menu if we are not ourself a remote package. Fixes sboxgame/issues#3614
8 Months 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
8 Months Ago
Added some extra logging and safety in reading inputs to try investigate sboxgames/issues#3886
9 Months Ago
Fix confusing comment
9 Months Ago
Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities
9 Months Ago
Minimize conflicts
9 Months Ago
Rider DotSettings
9 Months Ago
Revert AttachSteamAuthTicket
9 Months Ago
Authorization option for WebSocket, remove SetRequestHeader (duplicate functionality)
9 Months Ago
Add SetRequestHeader
9 Months 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.
9 Months 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.
9 Months Ago
Clientside Anim Fix (#1188)
9 Months Ago
Delete unused method Fix and simplify condition that could never be true
9 Months 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.
9 Months 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
9 Months Ago
Saving a game stores current MaxPlayers in metadata. Fixed default menu Load Game not working, make it look OK.
9 Months 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.
10 Months 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.
10 Months Ago
Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty
10 Months 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
10 Months Ago
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set
10 Months 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
10 Months Ago
Add .idea to .gitignore
10 Months 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
10 Months Ago
Set default value if property does not exist in AddDictionaryPropertyInt as we do in AddDictionaryProperty<T>
10 Months Ago
Add an Intensity named control point value (0-1) for scrape particle effects to use
10 Months Ago
Make EnableScrapeEffects and EnableImpactEffects internal for now Make FrictionEffects a dictionary Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared
10 Months 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
10 Months Ago
Remove unused var
10 Months Ago
take tickrate stuff out of serverconfig
10 Months Ago
Obsolete Game.TickRate.set
10 Months Ago
Def tick rate 50 as it was
10 Months Ago
TickRate project settings
10 Months Ago
Remove unused prop
10 Months Ago
Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
10 Months 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"
10 Months 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
11 Months Ago
Use method for getting inherited surface values if necessary to avoid repeating same code
11 Months Ago
Set forward for scrape particles to contact normal
11 Months 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
11 Months Ago
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
11 Months Ago
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
11 Months Ago
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?