userConnacancel

4,119 Commits over 1,127 Days - 0.15cph!

2 Months Ago
Make it CanSpawnObjects
2 Months Ago
Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
2 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority
2 Months Ago
Clear watcher var after dispose
2 Months Ago
Fix tests
2 Months Ago
Fixes Facepunch/sbox-issues#4725 - Fixes a bunch of issues with SCSS hotloading. Style sheets weren't actually being removed when deleted or changed. Clear previously loaded style sheets properly on hotload. Properly update when stylesheet is added after it had tried to be loaded before.
2 Months Ago
Add GetPlayer (by slot) and separate internal player list and players enumerable
2 Months Ago
Change lobby time temp. Comment out respawn effect for now Use BombRoyale.Players where possible. Fix IResettable. Make AddPlayer method instead
2 Months Ago
Change mount logic in OnPostCompileFinished, call SceneMap.OnMapUpdated regardless. Make async and add short delays
2 Months Ago
Player movespeed based on disease. Initial bomb vars Keep list of players by slot to avoid using Scene.GetAllComponents all the time. Fully update PlayerCard
2 Months Ago
Initial health system, respawn logic
2 Months Ago
Update active state on OnAwake instead so can set initial vars immediately
2 Months Ago
Fix timeleft Set initial lobby time to 30s
2 Months Ago
Hide pickups if player is isvalid Add better state system
2 Months Ago
Fixed FileSystem.NormalizeFilename changing \ to // in paths instead of to /. This fixes hotloading of .scss files in regular razor Panel (PanelComponent was fine)
2 Months Ago
Add Round Add base round states / winner props Add round display hud integration Add @attribute StyleSheet for all panels Update round display when time or round name changes Change hud screen scale. Port over old chatbox Clamp time left Fixed fonts (use proper name not file name)
2 Months Ago
Give 'em some clothes
2 Months Ago
Player spawns Camera, Movement, Spawning, ScreenShake Port
2 Months Ago
Bomb prefab, game manager component Player prefab
2 Months Ago
Make breakable, block into prefabs. update scene to link all the objects to prefab Bombable Add bombable comp Update shader to what I think is right now
2 Months Ago
Make Hud PanelComponent - fix Lobby UI Initial work to convert vmap to scene
2 Months Ago
Lobby page
2 Months Ago
Convert UI first, comment out loads of stuff that doesn't exist yet
2 Months Ago
Initial commit
2 Months Ago
Getting closer maybe
2 Months Ago
Stash
3 Months Ago
Stash
3 Months Ago
NetList, NetDictionary (#1447) * Initial commit * Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API. * Add some exception handling * Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update * 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. * Add appropriate unit tests * Fix for hashcode * INetworkCustom. Add tests for NetList, NetDictionary. * Add example usage * Better formatting
3 Months Ago
Initial commit Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API. Add some exception handling Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update 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. Add appropriate unit tests Fix for hashcode INetworkCustom. Add tests for NetList, NetDictionary. Add example usage Better formatting
3 Months Ago
Stash
3 Months Ago
Use EverythingInSelfAndDescendants when finding INetworkSpawn components
3 Months Ago
Update pull.yml
3 Months Ago
Better formatting
3 Months Ago
Add example usage
3 Months Ago
INetworkCustom. Add tests for NetList, NetDictionary.
3 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
3 Months Ago
Do the same for 2D skybox
3 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
3 Months Ago
Need to set viewmodel camera constantly to main camera position to have particles render in the right place?
3 Months Ago
Fix for hashcode
3 Months Ago
Add appropriate unit tests
3 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.
3 Months Ago
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
3 Months Ago
Add some exception handling
3 Months Ago
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
3 Months Ago
Initial commit
3 Months Ago
Fix NRE
3 Months Ago
Add initial View Model support - make MP5 use view model to test. Camera borked
3 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
3 Months Ago
Post process, grunt when hurt, health regen - visualize health