userConnacancel

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

2 Years Ago
Add white_circle.png and use scale to improve timed action display
2 Years Ago
Some Cursor fixes
2 Years Ago
Move shader location + code style changes
2 Years Ago
Load and save to map name
2 Years Ago
Change unable to load save to a warning
2 Years Ago
Icon tweaks, fix NRE and tweak structure costs
2 Years Ago
Added door locking
2 Years Ago
Some more tweaks
2 Years Ago
Additional icons plus items automatically remove themselves when they have StackSize <= 0
2 Years Ago
Only hover over entities with the hover tag. Added Single Door. Added recipe for Single Door. Can open and close doors. Pawns can become inactive when their client disconnects. Become active again if they re-connect. Radial menu fixes. Manually choose which structures show in the selector. Nametag shows a different color for inactive pawns.
2 Years Ago
Clear buttons and AnalogMove for DevCamera Make Input.Clear internal as it's confusing (and server-side only). Update ThirdPersonCamera to use ClearButtons Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Use OriginalViewAngles as before
2 Years Ago
Add OriginalViewAngles to Player Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
Fixed view angles not locking when rotating with phys gun
2 Years Ago
Fixed Pool
2 Years Ago
Potentially fix package query(?)
2 Years Ago
Backwards compat (for now)
2 Years Ago
Updated Unicycle Frenzy for Client Input Merge branch 'main' into custom-client-input Merge pull request #57 from Facepunch/custom-client-input Custom client input
2 Years Ago
Assets compiled Fix part names not showing on customize tab Fix scss parse warning Refresh achievements list when achievement is earned Show loading text when pulling leaderboard Assets compiled Rename lcd shader to .shader, recompile Assets recompiled Merge branch 'main' into custom-client-input
2 Years Ago
Updated Jumper for Client Input Merge pull request #7 from Facepunch/custom-client-input Updated Jumper for Client Input
2 Years Ago
Updated mazing for client input Merge pull request #29 from Facepunch/custom-client-input Updated mazing for client input
2 Years Ago
Updated Boomer to support new Client Input stuff Merge branch 'main' into custom-client-input Merge pull request #16 from Facepunch/custom-client-input Custom client input
2 Years Ago
vfx > shader recompile all materials correct coffin path fixed models using the incorrect materials set the music volume the volume bar in the boomer settings wasn't setting the volume correctly Killed obsolete hitbox code, replaced with hitbox tags Merge branch 'main' into custom-client-input
2 Years Ago
Updated Minigolf for Client Input Merge pull request #11 from Facepunch/custom-client-input Updated Minigolf for Client Input
2 Years Ago
Updated Gunfight for Client Input Merge branch 'main' into custom-client-input Merge pull request #8 from Facepunch/custom-client-input Custom client input
2 Years Ago
Test: Turn off reverb Added WeaponDefinition.DeployTime, can switch weapon while reloading again Added CameraModifier.OnRemove Fixed NRE when suiciding Changed Spawn Overview style to match Lewis' concept a bit more Add linear gradient behind buttons on SpawnOverview Apply yaw / roll offset to viewmodel when walking sideways Blend airLerp based on if you're aiming down sights. This still doesn't feel right, though. Add jump windup, with first-draft jump camera modifier https://files.facepunch.com/devultj/1b0411b1/sbox-dev_9AKRGnGVGq.mp4 Remove Menu bind for LoadoutSelector Interpolate EyeHeight, use EyeHeight when calculating character's BBox. Means players can duck through crawl spaces, windows, etc. Test above space if the player tries to stop ducking, so they don't get stuck Sprint viewbob and start of sliding roll Allow aiming while crouching, lower the viewmodel a bit while moving Sliding roll, cooler slide mechanic Slide sound Don't sprint while crouching that's silly, and enable firing while sliding Nice sprint viewmodel bob Change sliding offsets ADS should feel instant Cleanup mechanic, give hint that view changes should be handled by mechanic Much better vaulting mechanic Check stuck when activating vaulting, add better checks for that, also dot to movment wish direction (not actual velocity) should be positive to that vector Slide further if we are aiming down sights, feels much better, also do view offsetting if we are aiming down Tweak all gun materials, seemed their PBR values were all uncalibrated, let them have proper nice contract Merge pull request #7 from Facepunch/better-feeling-movement Merge branch 'main' into custom-client-input
2 Years Ago
Use new FinalLayoutChildren overload Merge pull request #10 from Facepunch/custom-client-input Use new FinalLayoutChildren overload
2 Years Ago
Added PersistenceHandle
2 Years Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆 Update vfx_compile_helpers_d3d11.cpp update content from master Merge branch 'master' into shader-resources update core materials from master Add shader macros back in Fix crash hopefully stopping build-content from failing Merge pull request #651 from Facepunch/shader-resources Shader resources Build content Don't free shaders for unused static combos until I figure out why it's crashing Just get rid of FreeAllUnreferencedData, shaders are destroyed when resource is, so this shouldn't be needed and if it is we can do it better anyway particle procedural mat uses shaders/spritecard.shader for shader keyvalue Make mat_print_shaders work again, mostly just for my own use Make mat_print_shader_info work again null check resource data when deallocating shader resource (can this even happen tho?) assign layer shader to error resource if it couldn't load the shader we want Don't try to set default textures for raw material that has error shader Dont use GetErrorResource, it's fucking us up Don't try to deallocate error resource, because this is a thing that happens apparently :S Actually load all modes for error material, check for the actual error shader was wrong Remove refcount from vfx, the resource now has the refcount Add back ogniks fix for sboxgame/issues/issues/2533 Maps can use entities from addons tagged "map entity", these addons are mounted for the map independent of game and are accessible from Hammer entity tool Fallback to error shader if setting up static combos for mode fails Remove some parts of material editor still assuming .vfx so we can start phasing it out Compile optimized versions of all base addon shaders Force shaders changes in base to always compile optimized We keep pushing unoptimized shaders. End user ends up having to compile them all the time when they want to build optimized shaders. Lets force base to always be optimized so we don't make this mistake again Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure Revert back to the old way of reloading materials, blocking resource reload isn't stable Removed SteamVRImport as it was unused Fix mat_reloadshaders not finding all the proper materials it needs to reload Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside Fix Graphics.DrawRoundedRectangle not drawing a border SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope Cleanup and strip native postprocess pipeline and shader, fix dx11 validation error, remove unused combos, features & attribute - remove unused convars: r_post_fxaa, r_post_vignette, r_post_film_grain, r_post_mirror_horizontal, r_post_mirror_vertical Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed Build rendersystemempty when building shaders Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png We do want to depth prepass in monitor views, it's much faster Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d. Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that. Fixed numerous Rust models having incorrect collision We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7 Allow to add non-forbidden headers to Http requests, we should replace this whole class soon Drop some shader related breadcrums Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us Fix editor crash on exit (causing layout to not save) Compile optimized base shaders again Redo public MSAA shader api & update glass/passthrough for it Should fix that random d3d11 error we get Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn This test is a bit subjective, lets give it more breathing room Moved network and api protocol into src/common/protocol.h, deleted unused version stuff Oops, unmangle engine.def Merge branch 'master' into custom-client-input
2 Years Ago
Merge fixes incompatible
2 Years Ago
Fixed changing asset types breaking paths with spaces in Asset Browser Added asset type locations to Everything in Hammer https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png This only includes stuff that can be drag'n'dropped in Hammer Fix soundscape drag'n'drop not applying offset from hit surface New Outfit! - Bomber Jacket https://files.facepunch.com/daniel/1b0111b1/slack_sEoatXbAqn.png LODs and skinning adjustments coming. aoproxies: fix crash when a non-anim sceneobject has bones and aoproxies, the game used to override sceneobjects to be anim so this code made assumptions aoproxies: optimize loop over aoProxies by ref instead of copying Add SceneParticles.SetControlPoint that takes a snapshot Cleanup AO functions Make sure we have scene worlds before fetching one for the shape manager CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master Remove vr_ prefix from things that aren't actually dependent on VR vr_msaa is VR exclusive Typo :S Bomber Jacket LODs Plus adjustments to Hivis Jacket LOD3 shape Recursive content recompile Skater Helmet LODs + Modeldoc adjustments to Hivis light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox Smart Jacket LODs removing test asset Merge branch 'master' of sbox Added Input.SetViewAngles - actually sets view angles Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint Added Go To option to entity list in tools (uses setpos concommand) Fix cable_dynamic entity not existing Merge branch 'master' into custom-client-input
2 Years Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage Fix asset.party sound(scapes) not loading for local maps unless they were opened in Hammer first Fixed Game Launcher play button not working on game start when the selected item is the first one Added upgraded docking system Fixed an issue with bind proxies change detection Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Minor cleanups Revert "Fixed an issue with bind proxies change detection" This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1. Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached Fix Hammer Asset Browser not creating Update Facepunch.SymStore to .NET 7 Update Facepunch.SymStore.exe Fix crash caused by invalid vertex stages trying to be loaded on material compilation Embed shader macros so we know what combos are set when viewing shader debug info Update Facepunch.SymStore.exe Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds Fixed an issue with bind proxies change detection but passes tests now Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Merge branch 'master' of sbox "Projcet" -> "Project" Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen Give Hammer asset browser object name and icon again Merge branch 'master' into custom-client-input
2 Years Ago
Have Structure implement IPersistent and implement a system to have persistent ids
2 Years Ago
Added support for entities tagged with IPersistent (that are not players) to serialize/deserialize
2 Years Ago
Moved serialization stuff into ForsakenPlayer.Serialization and add crafting queue serialization/deserialization
2 Years Ago
When reading an item entity and its world entity is no longer valid, remove it if we are the server
2 Years Ago
Updated mazing for client input
2 Years Ago
Updated Unicycle Frenzy for Client Input
2 Years Ago
Updated Jumper for Client Input
2 Years Ago
Updated Minigolf for Client Input
2 Years Ago
Update spawnmenu, package spawning tests Fix spawnmenu invert Entity/Npc/Model list use new package/find/ api Merge branch 'master' into custom-client-input
2 Years Ago
Updated Gunfight for Client Input
2 Years Ago
Updated Boomer to support new Client Input stuff
2 Years Ago
Diagnostic fixes Move Debug Overlay options Asset party type selector Move TagPicker to TagPicker files Fix NRE when hotloading after closing hammer TagEdit - updated asset browser & publisher https://files.facepunch.com/garry/cfb1e92e-6654-43c7-95ec-b587a7fe34b4.png Move Map/MaterialMenu files Update AssertNotPreSpawn message Fixed EntityComponent.Entity being null in OnDeactivate Merge branch 'master' into custom-client-input Asset Browser handle spaces better https://files.facepunch.com/garry/0c89437d-84c0-439e-85e5-6fb5e5232f8b.png Fixed comboboxes in assets firing OnChanged event when first created Also fixed not changing the combo box selected item firing OnChanged event SoundEvent preview extra uses Audio.Play Some documentation UI2: Hook up "not-allowed" cursor type Update citizen eyes materials Fix assets not firing PostReload when updated from memory New Outfit Piece! - Skater Helmet https://files.facepunch.com/daniel/1b2911b1/sbox-dev_M98p5o19LV.png WIP and in need of LODs that will be coming ASAP. Add a palette to the color picker Add ParticleSnapshot resource class Bind UpdateParticleSnapshotFromVertices Add Particles.SetSnapshot from resource Allow procedural particle snapshot to be created from managed Add ParticleSnapshot.Vertex Update particle snapshot from vertices Documentation Include creation time in snapshot vertex Show facets in asset browser https://files.facepunch.com/garry/ad56d755-b646-4e12-a854-f43e1b1cad49.png Fix ParticleSnapshotVertex_t being incorrect Hammer API: Add event Selection.OnChanged which fires when your selection set changes Fix crash with Hammer.MapAsset when there's no map asset Hammer Asset Browser: Add @selected and @inmap tag filters https://files.facepunch.com/matt/1b2911b1/sbox_zPl9iqmF1Z.png @selected shows map mesh materials too Add Hammer specific locations to asset browser for Selected, In Map, Prefabs https://files.facepunch.com/matt/1b2911b1/sbox_CTSLP9Ccz5.png Hammer: Make default Asset Browser the C# one, label legacy as legacy and tuck it away in View -> Toolbars Don't cock up MainAssetBrowser with double spacing Fix not being able to load maps by path, usually from launching map with Hammer or building cubemaps Fix SceneSunLight using invalid native pointer Don't obsolete Texture.CreateArray, 2d texture arrays and 3d textures aren't the same thing Actually hook up a count for TextureArrayBuilder to work.. Updated to .NET 7.0 and C#11 Please update Visual Studio if you're experiencing issues with it. Read more about what's new here: https://devblogs.microsoft.com/dotnet/announcing-dotnet-7/ Skater Helmet Reskins White Checker and Camo Skater Helmet skins Sorting out the Sub categories of the tops and bottoms Hammer: Update sound(scape) drop targets to use file paths Also allows drag'n'dropping asset.party soundscapes. Map compiler does not complain about invalid format of unset sounds Fix handle leak in RenderTools.ResolveDepth/FrameBuffer causing huge vram leaks when using glow Fix compiler refs to System.Security.Cryptography, in .NET 7 they've merged the 5 dlls into 1 Hammer: Selection API only supports object mode currently, fixes crashes using it when the active selection mode is non-object Fix material editor not writing to image meta, fixes texture settings Allow boneless hitboxes Add a dict of native to manged materials so we can grab them from native Merge branch 'master' into custom-client-input
2 Years Ago
Fixed commands
2 Years Ago
Started work on binary serialization. When reading an inventory container server-side make sure to tell clients about changes to it
2 Years Ago
Immediately hide the plus more icon
2 Years Ago
Increase the burn interval of the campfire to 5 seconds for 1 wood
2 Years Ago
Randomly rotate pickups
2 Years Ago
Finish Timed Action system and UI. Improved pickup system and added Stone and Metal pickups.