userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

1 Year Ago
IsController overload for specified player
1 Year Ago
Added EntitySystem.All
1 Year Ago
Add Rpc support for entities it's kinda lame w/o codegen
1 Year Ago
take tickrate stuff out of serverconfig
1 Year Ago
Fix server applying double input to itself. Alter reconcile lerp speed. Add proper pings, calculate latency from average time of last 5 pings
1 Year Ago
Add AccurateMilliseconds to UniversalTime Fix Network.ServerTime, add Ping + Ready messages. Don't create entity if already exists Player.IsValid SyncString + fix SyncPlayer nre Fix input + state update intervals. Only allow public State/InputAttr properties
1 Year Ago
Obsolete Game.TickRate.set
1 Year Ago
Def tick rate 50 as it was
1 Year Ago
TickRate project settings
1 Year Ago
Remove old log, fix resource paths, have color/nocolor use simple shader, remove pixel-snap scss props
1 Year Ago
Remove unused prop
1 Year Ago
Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
1 Year 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"
1 Year Ago
Try client sending to lobby owner.... add docs
1 Year Ago
Try using broadcastmessage but that doesnt work either
1 Year Ago
Seperate ISyncVar from SyncVar
1 Year Ago
Commit
1 Year Ago
Always set Sender to Local Player before sending event Add docs to Player Add internal method Network.FindOrCreatePlayer
1 Year Ago
Add player wrapper use that instead of Friend everywhere publically
1 Year Ago
InputAttribute. Simulate -> Tick. Added Simulate( bool isFirstTime ). Can assign controllers to entities. When entity has controller use BuildInput to set input props to be sent in cmd to server. Add reconciliation etc. All untested lul
1 Year Ago
Fix scuffed read/write + allow override SyncVar.GetValue
1 Year Ago
Start syncvar tests Update and read sync vars as they change Syncvar updating
1 Year Ago
Added UniversalTime utility class Remove EntityState and add StateAttribute Receive destroy entity updates. Find and cache properties with StateAttribute. Write/Read State for unreliable state updates. Client-side interpolation for transform state.
1 Year Ago
Dump code for backup
1 Year Ago
Initial commit
1 Year 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
1 Year Ago
Use @ChildContent because it should be
1 Year Ago
Fixed resource lists. Updated to use IInventorySystem from Remscars PR
1 Year Ago
Add Name and Desc to IInventoryItem
1 Year Ago
Fixed resource list, use ChildContent, refs broken atm
1 Year Ago
Fixed included resources
1 Year Ago
SliderEntry -> SliderControl and fixed view models that randomly got scuffed
1 Year Ago
Implemented IInventoryItem interface used in place of the raw InventoryItem Merge pull request #1 from tech-nawar/remscar/item-interface Implemented IInventoryItem interface
1 Year Ago
Use method for getting inherited surface values if necessary to avoid repeating same code
1 Year Ago
Set forward for scrape particles to contact normal
1 Year 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
1 Year 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
1 Year 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
1 Year 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?
1 Year Ago
Add props to Surface for impact decal and scrape effects / decals
1 Year Ago
WIP: Impact and Scrapes (#1072) * strip impact sound stuff from native * put it in c# commented out for implementation there later * Strip CPhysSurfacePropertiesSoundNames * Add GetFrictionNotifications() to IPhysicsWorld * Add FrictionEvent, call c# with friction notifications * Add OnFrictionEvent c# side, add some log for test * Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later * Start re-impl impacts in c# * Remove some logs, ensure impact sound plays from body position * 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 * Add friction sound to list.... some debug logs... * Reverse MathX.approach params (it was this way in native :S) * Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later * Use ScrapeEvent incase we need to add/change params later * Call it ScrapeEventData like CollisionEventData and move it out of Entity * Fix access violation * Test * Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
1 Year Ago
Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
1 Year Ago
Test
1 Year 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
1 Year Ago
Fixed Sound.Stop/SetVolume/SetPitch/SetRandomPitch/SetPosition not working Merge branch 'master' of github.com:Facepunch/sbox
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