userConnacancel

4,153 Commits over 1,157 Days - 0.15cph!

11 Months Ago
Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
11 Months Ago
Test
11 Months Ago
Muscley Citizen Skin (Work in Progress) https://files.facepunch.com/daniel/1b0111b1/Photoshop_BTmDLMnH03.jpg Initial asset for the Muscley Citizen. In need of some general adjustments and fixes. A more defined set of legs and hairy back coming ASAP. As well as skin colour variations. Fix skin material not being applied to SceneModel clothes 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 FPArms: explicitly reject weapon_root from existing weightlists FPArms: add notes on IKChain nodes Soundscapes always transmit, should fix long initial delay FPArms: fixed left arm IKchain New Skin Variations for the Muscley body Shadingmodel Declutter (#1041) * Start cleaning up material and shadingapi * Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png * Replace all GatherMaterial bullshit with Material::From() * Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file * Cut everything from ShadingModel too and let's start from a static class * Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel * Allow structs in structs ( HLSL 2021 and forwards ) * Most of static light with the new api * Fix shadowing on indexed lights on new light api * Move shadingmodel structures to shadingmodel.hlsl * Fix light static assignment for lighting api, fix shadowing for them too * Stub for EnvironmentMapLight * Implement cubemap light * ShadingModelValve * light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor * AmbientLight * Sane implementation atmospherics and debug vis postprocessing for shadingmodel api * Finish debug vis, rename ShadingModelValve to ShadingModelStandard * Start rewriting blendable with new api, port glass to new api * Rewritten blendable shader * Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title Fix typo Games can define their own main menus Failing test reproducing #1063 Fixed #1063 New Beard + Adjustments to the zombie skin Hitboxes added to zombie skin, plus a new WIP Beard, will have quite a few adjustments in the future, also needs skinning adjustments and morphs, currently is just static on the face. Stop all sounds when leaving game(menu) Load GameResources from menu filesystem (allows sounds to load) We don't need to access the soundsystem via interfaces, we can live in the dll Bind CSosOperatorStack Implement IsMatchingType for generic type definitions Fixed IsMatchingType for required modifier types Don't warn about attempted fast hotload of generic method Compile fix (!) CSS Drop Shadows (#1069) https://files.facepunch.com/alexguthrie/1b0511b1/drop_shadow.png Video player (#1050) VideoPlayer class that decodes mp4 and webm from paths or urls and provides the texture and audio. ShaderGraph: common/proceedural ->common/procedural ShaderGraph: Only find nodes derived from ShaderNode ShaderGraph: Fix NRE when identing generated code procedural.hlsl isnt in common anymore Add blendmodes.hlsl until shadergraph just generates these functions ShaderGraph: Fix formatting on generated code Fix func_voxelsurface to the new way of getting the surface face Fix order of operations when rendering drop shadows Directly write to Logger during hotloads Include path and member in hotload log messages Allow nested FormattableStrings in log messages So that their args can be inspected too Modeldoc: Compile skeleton with ALL bones no matter if they're used in skinning or not Morph shapes for the Decorated Beard VideoPlayer.Play that takes a url checks if it's actually a url Limit input formats to mp4 and webm Whitelist mp4 and webm to avoid going any further than we have to Fix video player not playing from filesystem path Re-organize the sound classes Sound doesn't need to keep the hash around Sound wraps a SoundHandle Add AudioSystem.Play overloads to play from an entity Fix reading json color32 string not working Fix GameLog not printing all aggregate exceptions Fix transition time parsing Fix GetSavedGames typo Fix IPanel.Depth logic VideoPlayer: Fix repeat not working when user doesn't output sound on a video with sound Avoid threading assert in audio thread Fix border-image not drawing if background unset Support videos as background-image etc Add Texture.LastUsed - the number of frames since last used Texture has a ParentObject (so they can keep things like VideoPlayer from being garbage collected) Add IWeakInteropHandle to interopsystem, so c++ can reference c# objects that can get garbage collected VideoPlayer implement IWeakInteropHandle Add Debug/Full Garbage Collection VideoTextureLoader is weak, will let videos get garbage collected Remove Styles.TextBackgroundImage (not used) UI textures load as they're going to be used, rather than loading everything in the stylesheet Include member and instance path in hotload error reports RedirectFileSystem can resolve full filenames properly Fix Game.Audio not available in menu Fix videoplayer not playing video files (this isn't the correct fix, we should pass in the relative filename and check the extension on that) Failing test for when lambda signatures change Warn on lambda signature change, replace with error-throwing delegate Pass in video ext from managed so we can check that for input format When uploading a menu whitelist, pull in references of the wildcarded assets and add them to the whitelist too Log some more info when #1027 occurs Fix sboxgame/issues/issues/3394 TimeUntil unit tests Fix Time.Now / Time.Delta not being updated properly C# side in PostBotTick Merge branch 'master' of github.com:Facepunch/sbox VideoPlayer: Refactor to remove audio filtering bullshit, resample at 44100 2 channels Editor: Sort input actions by their group name alphabetically Apply mask image & border images in the same way as background images CSS: Fix parsing multiple filters, add a test for it 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 Use init instead of setter for SpeechRecognitionResult properties Actually have SpeechRecognition.Start take an IEnumerable<string> for choices - lets you use string[], Lists, method returning IEnumerable etc Support passing no choices to listen for any text Activity in a game's menu counts as activity in the game Games with custom menus can define their own loading screens https://wiki.facepunch.com/sbox/loading_screen AssetBrowser: Add ability to rename single files Fixed Sound.Stop/SetVolume/SetPitch/SetRandomPitch/SetPosition not working Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' into impacts-and-scrapes
11 Months Ago
Fixed Sound.Stop/SetVolume/SetPitch/SetRandomPitch/SetPosition not working Merge branch 'master' of github.com:Facepunch/sbox
11 Months Ago
Support passing no choices to listen for any text
11 Months Ago
Actually have SpeechRecognition.Start take an IEnumerable<string> for choices - lets you use string[], Lists, method returning IEnumerable etc
11 Months Ago
Use init instead of setter for SpeechRecognitionResult properties
11 Months 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
11 Months Ago
Fix Time.Now / Time.Delta not being updated properly C# side in PostBotTick Merge branch 'master' of github.com:Facepunch/sbox
11 Months Ago
Fix access violation
11 Months Ago
Call it ScrapeEventData like CollisionEventData and move it out of Entity
11 Months Ago
Use ScrapeEvent incase we need to add/change params later
11 Months Ago
Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
11 Months 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
11 Months Ago
FindById should just return an EntityComponent now
11 Months Ago
VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
11 Months Ago
Reverse MathX.approach params (it was this way in native :S)
11 Months Ago
Add friction sound to list.... some debug logs...
11 Months 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
11 Months Ago
Remove some logs, ensure impact sound plays from body position
11 Months Ago
Start re-impl impacts in c#
11 Months Ago
Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
11 Months Ago
Add GetFrictionNotifications() to IPhysicsWorld Add FrictionEvent, call c# with friction notifications Add OnFrictionEvent c# side, add some log for test
11 Months 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
11 Months Ago
Strip CPhysSurfacePropertiesSoundNames
11 Months Ago
strip impact sound stuff from native put it in c# commented out for implementation there later
11 Months 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
11 Months 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
11 Months Ago
Readonly saved game display in lobby screen (if saved game is chosen)
11 Months Ago
Saved Game functionality Merge branch 'game-menu-sucks' of github.com:Facepunch/sbox into game-menu-sucks
11 Months Ago
Update logo size + shaders
12 Months Ago
Initial commit
12 Months Ago
Started documenting a bunch of stuff
12 Months Ago
Update README.md
12 Months Ago
Update README.md
12 Months Ago
Update README.md
12 Months Ago
Update README.md
12 Months Ago
Update README.md
12 Months Ago
Fixed IsShiny making card art black when false
12 Months Ago
Include _c and generated textures, put card mats into textures/ folder
12 Months Ago
Update Projectile.cs
12 Months Ago
AI generated logo
12 Months Ago
Made Standard Board a map asset not an addon
12 Months Ago
Add standard board
12 Months Ago
Update shdrgrph to use generated vtex....
12 Months Ago
Spin board
12 Months Ago
Added model for game board based on AI generated image, thanks Taylor for teaching me stuff :D move the camera a bit with the mouse
12 Months Ago
Fixed card fronts not working (turn batch off for SceneObject). Board blender stub
12 Months Ago
Custom front support
12 Months Ago
Fixed card dragging (thanks Matt for rubber ducking)