userConnacancel

4,930 Commits over 1,461 Days - 0.14cph!

1 Year Ago
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native
1 Year Ago
Try to give a starting weapon to test
1 Year Ago
FOV change
1 Year Ago
Test weapon / better camera
1 Year Ago
Add IsValidType and use that for now instead of IsValueType on the property. Support using `string` for Sync
1 Year Ago
StyleSheet String Table (#1437) * Initial commit * Make it better * Clear entries in StringTable.Reset * Remove unused method * Remove unused using statement * .scss and .prefab both valid small network files * Send .prefab_c instead of .prefab
1 Year Ago
Send .prefab_c instead of .prefab
1 Year Ago
ActionGraph: Fixed nodes calling methods returning Task<T> Enable laughter detection on lipsync, add laughter score property Add Material.RepresentativeTexture, some tools want to know the main color texture of a material Get rid of this, I hate it actually, should have a better way Codegen Engine assemblies (#1438) Remove unused codegen units Update CodeGen.Targets Don't report shutdown exceptions (proper) New native sentry dsn so we don't get entity branch errors Fix CodeGen attributes missing in CodeGen Updated DecalRenderer to use MakeDirty Fix decals being recreated every frame, scale properly with transform, light origin is projection point Use MakeDirty in a bunch of places, now we can Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network. Set map physics shapes collider to map collider component so they get collision events Fix collider overriding shape surface with default surface when model has already set it PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync Play impact sound from the impact surface, not the shape surface (they can be different on meshes!) Initialize native physics shape material to default so there's always a valid surface Initialize material.. but properly this time Fix BoxCollider not positioning properly Fix BoxCollider not positioning correctly Fix Sphere Collider fuck up Fix GameObject.Clone not setting parent Merge branch 'master' into stylesheet-stringtable
1 Year Ago
.scss and .prefab both valid small network files
1 Year Ago
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
1 Year Ago
Remove unused using statement
1 Year Ago
Remove unused method
1 Year Ago
skeleton
1 Year Ago
Initial commit
1 Year Ago
When calling network broadcasting, can specify minimum connection state Connection.DisplayName, SteamId is via ConnectionInfo Reduce network debug output Remove ConnectionInfo on disconnect Update DecalRenderer SceneObject when Size / Material is changed programmatically Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation Output member expansion https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png Add Connection.GetUserData Add ClothingContainer.Apply( SkinnedModelRenderer ) Can call SetBodyGroups on ModelRenderer before it's enabled Fix null strings thinking they're not strings New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit Fixed most common exceptions Re-add DXT compute staging texture for platforms that don't support block texel views (dx11) Only run DXT compute on platforms with full support WIP GetGameComponentNodeDefinition Fix filtering available nodes by context type Implement GetGameComponentNodeDefinition.BuildExpression https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo Check for null in GetRepresentativeTextureSize (speculative fix) Handle stack overflows in a different thread Fix typo in GetGameObjectNodeDefinition name Fixed bugs with direct variable inputs Fix steam lobbies not networking MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway Try to enforce a single voice recorder Reduce network debug Extra logging when out of order connect Fixed dropping connection only a PlugIn with a const value / variable Fixed phantom connections when using plug context menu Don't stomp sceneobject flags if passed an invalid override material Fixes glass etc. sbox-issues/issues/4461 Fixed RandomNodes.Int return type Try to avoid reporting errors on shutdown - because there's a billion of them Fixed implementation of RandomNodes.Int Add wireframe button to scene toolbar Fixed creating ActionGraphs from the asset browser Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry) Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore Merge branch 'master' into stylesheet-stringtable
1 Year Ago
Clear entries in StringTable.Reset
1 Year Ago
Make it better
1 Year Ago
Initial commit
1 Year Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
1 Year Ago
Trace.RunAll Support (#1434) * Initial commit * Returns IEnumerable, order by Fraction * Fixed return type on public method
1 Year Ago
Fixed return type on public method
1 Year Ago
Returns IEnumerable, order by Fraction
1 Year Ago
Initial commit
1 Year Ago
Remove unused debug args
1 Year Ago
WrappedPropertySet/Get also have Attributes defined. Two methods with the same name but different signatures will now have unique static attribute list. Fixed attribute constructor issues for backing static attributes.
1 Year Ago
Added Networked Properties https://docs.facepunch.com/s/sbox-dev/doc/sync-properties-jKFHwTGVgR
1 Year Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable Clean up Rename old NetworkTable to StringTable NetworkTable registration inserts entry Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode RigidBody uses SyncVars instead of INetworkSerializable Remove isReadingChanges - no longer needed Put Sync updates on regular network update CharacterController use sync vars Remove INetworkSerializable Fixes Add Obsolete to INetworkSerializable Fix some doc, call RunSync before NeedsToSendNetworkUpdate to ensure HasChanges is right Fix tests Remove rogue using statement
1 Year Ago
Remove rogue using statement
1 Year Ago
Fix some doc, call RunSync before NeedsToSendNetworkUpdate to ensure HasChanges is right
1 Year Ago
Remove isReadingChanges - no longer needed
1 Year Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable
1 Year Ago
Add some unit tests for NetworkTable
1 Year Ago
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1 Year Ago
Don't need this log anymore
1 Year Ago
When a map is re-compiled from Hammer reload any MapInstance components to reflect the changes
1 Year Ago
Fix TakeOwnership RPC not working
1 Year Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code Check if managed is ready before calling physics callbacks Fixed aoproxy crash when changing model Updated CitizenAnimHelper SpecialMoveState Sitting SittingOffsetHeight SittingPose Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool Another engine2 cleaning pass Missed a few more Raincoat LODs Add the same bounds checks as before to IzHeightFieldShape::CastRay VR: Fix out-of-editor rendering Move orbit camera to SceneEditorExtensions Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that) Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions Fix stray margin when expanding/collapsing components Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias Merge branch 'master' into updaters-test stash
1 Year Ago
poc
1 Year Ago
Pixels but it works with scene system
1 Year Ago
Trick to only play sound to local player
1 Year Ago
Remove this log
1 Year Ago
Some cleanup. Additional IsHost checks in some places / asserts. Fixed BallType not being assigned properly when potting first ball. Ball render alpha is networked / serialized.
1 Year Ago
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
1 Year Ago
In OnTargetedMessage if the TargetId is Guid.Empty, assume it's for us (this may happen if we're using OwnerId as the Target, but the "owner" is the host)
1 Year Ago
Send actual connection id instead of checking steam id as fixes local testing Fix white ball placement, disable cue renderer when appropriate to hide it
1 Year Ago
Fix toasts not showing up Make some vars private Cleanup
1 Year Ago
Clean up Pot History
1 Year Ago
Update player's BallType in INetworkSerializable.Read/Write
1 Year Ago
Move white ball move logic
1 Year Ago
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.