4,794 Commits over 1,371 Days - 0.15cph!
Call it ScrapeEventData like CollisionEventData and move it out of Entity
Use ScrapeEvent incase we need to add/change params later
Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
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
FindById should just return an EntityComponent now
VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
Reverse MathX.approach params (it was this way in native :S)
Add friction sound to list.... some debug logs...
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
Remove some logs, ensure impact sound plays from body position
Start re-impl impacts in c#
Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
Add GetFrictionNotifications() to IPhysicsWorld
Add FrictionEvent, call c# with friction notifications
Add OnFrictionEvent c# side, add some log for test
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
Strip CPhysSurfacePropertiesSoundNames
strip impact sound stuff from native
put it in c# commented out for implementation there later
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
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
Readonly saved game display in lobby screen (if saved game is chosen)
Saved Game functionality
Merge branch 'game-menu-sucks' of github.com:Facepunch/sbox into game-menu-sucks
Update logo size + shaders
Started documenting a bunch of stuff
Fixed IsShiny making card art black when false
Include _c and generated textures, put card mats into textures/ folder
Made Standard Board a map asset not an addon
Update shdrgrph to use generated vtex....
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
Fixed card fronts not working (turn batch off for SceneObject). Board blender stub
Fixed card dragging (thanks Matt for rubber ducking)
Improved drag mechanics. Add CardLocation enum
Move some dragging logic to card
Added card drag velocity
Ortho test
Drag mechanics
Card panel UI tweaks + add title color support to card resource + add a couple extra AI generated dummy cards
Added card resource type and one dummy card type: Throne Goblin (midjourney + chatgpt). Card highlight, can click to place on board or pickup to hand for now