userConnacancel

4,789 Commits over 1,371 Days - 0.15cph!

11 Months Ago
Use EverythingInSelfAndDescendants when finding INetworkSpawn components
11 Months Ago
Update pull.yml
11 Months Ago
Better formatting
11 Months Ago
Add example usage
11 Months Ago
INetworkCustom. Add tests for NetList, NetDictionary.
11 Months Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now) Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix Implement joint breaking, break callbacks called on post step, breaking a joint disables the component Support joint breaking on prismatic, revolute, rigid, spherical Add EditorUtility.OpenPropertySheet https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png Set qt darkmode=2 so windows will follow system theme (I think) Add ControlObjectWidget Add [KeyProperty] Add KeyProperty to TextureSequence.Source ControlWidget will create an editor for unknown types (this will likely need locking down) Assume test mode will want rendersystemempty Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan. Change this if we ever do graphics tests on CI. Running locally our tests pass fine without it Fix QPainter was null when calling setPen errors CompileProgress tests (doesn't work) Fix asset browser file type size Fix NRE in GenericControlWidget Add BaseLayout.AddLayout<T> Add ControlSheet.AddProperty SerializedCollection elements return attributes of parent SoundFileCollection doesn't use PropertySheet VR: Fix vulkan submit, submit depth texture to compositor VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility VR: Minor VROverlay cleanup VR: Fix VROverlay xml comment Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4 Fix izQueryFaceDirections using the max instead of the min distance for face separation Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4 This should probably just be the radius of the input shape, not both Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag Do the same for 2D skybox Merge branch 'master' into nt-container
11 Months Ago
Do the same for 2D skybox
11 Months Ago
Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag
11 Months Ago
Need to set viewmodel camera constantly to main camera position to have particles render in the right place?
11 Months Ago
Fix for hashcode
11 Months Ago
Add appropriate unit tests
11 Months Ago
Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed.
11 Months Ago
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
11 Months Ago
Add some exception handling
11 Months Ago
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
11 Months Ago
Initial commit
11 Months Ago
Fix NRE
11 Months Ago
Add initial View Model support - make MP5 use view model to test. Camera borked
11 Months Ago
In ByteStream.Read/WriteValueArray, use Enum.GetUnderlyingType when using Marshal.SizeOf if the type is an Enum type. This is because Marshal.SizeOf will error when used with Enum types directly. Fixes Facepunch/sbox-issues#4579
11 Months Ago
Post process, grunt when hurt, health regen - visualize health
11 Months Ago
Attempt to make sounds better until get some new ones
11 Months Ago
Deploy starting weapon when respawning. Don't increase ammo count forever each respawn
11 Months Ago
Added basic lobby menu to create or join servers
11 Months Ago
Add temporary kill notification in chat until I sort a killfeed Respawn
11 Months Ago
Actually show Kills and Deaths
11 Months Ago
Add scoreboard with kills/deaths, add ragdoll controller and ragdoll on death. add HUD with ammo count. Add rudimentary crosshair with hitmarker anim.
11 Months Ago
Add nametag. Configure chat. Add PickupSpawner gizmo stuff
11 Months Ago
Added pickup system - change the way deploying and holstering works
11 Months Ago
Add SpawnPointStripper component for when you want to remove all spawnpoints that come with a map
11 Months Ago
Add crouch support but disable for now. Ensure head doesn't clip through stuff when jumping
11 Months Ago
Lower sprint speed. Use Killhouse as test map.
11 Months Ago
Less silly API for one shot particle
11 Months Ago
Don't always play hitmarker
11 Months Ago
Add smoke puffs when firing. IHealthComponent. Implement health / damage for players. Network damage. Blood effect
11 Months Ago
Add ClothingContainer.ApplyWithComponent extension. PlayerDresser uses ApplyWithComponent Add WeaponComponent.Initialized - set ModelRenderer OnAwake Add ClothingComponent - update visibility for head clothing depending on if proxy, set to cast shadows only if not
11 Months Ago
Add Facepunch.Arena.ChangeAttribute Remove old WasDeployed OnUpdate check - use ChangeCallback
11 Months Ago
Be able to get object from CodeGen wrapped prop/method
11 Months Ago
Added AmmoContainer, ammo system and reload
11 Months Ago
Added muzzle flash
11 Months Ago
Cheeky business to hide player's head for owner so it will never clip, but still render full shadow with head
11 Months Ago
Can use GetAttachment and use muzzle for shoot pos now (thanks layla!)
11 Months Ago
Added SoundSequenceData resource and SoundSequence class. Add reload sound sequences to USP and MP5.
11 Months Ago
Add FireSound and DeploySound to WeaponComponent
11 Months Ago
Footstep aounds
11 Months Ago
Add Extensions.GetTemplate for PrefabScene
11 Months Ago
Add WeaponContainer
11 Months Ago
Remove redundant param
11 Months Ago
Kind of better handling of switching weapons on network / mp5 test Basic spread and recoil, auto fire
11 Months Ago
Dress player
11 Months Ago
Fire Rate, Deploy Time, GiveWeapon, SelectNextWeapon, SelectPreviousWeapon