userConnacancel

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

2 Years Ago
Make LootSpawner abstract. Added GenericLootSpawner hammer entity and updated Military Crate. Adjust some stack sizes and show how long an item has left to finish crafting Only switch to the secondary cursor view if there are secondary actions Added slot numbers to the Hotbar Added resource pickups + pickup spawners + timed actions (WIP)
2 Years Ago
Added a Campfire crafting recipe
2 Years Ago
Added Raw Meat and Cooked Meat and updated Campfire to support the CookingProcessor.
2 Years Ago
Added consumable effect application (with instant or over time)
2 Years Ago
Added ConsumableResource and ConsumableType and ConsumableEffect. Update ConsumableItem to use it. Add a test Tuna Can item. Added Calories and Hydration and update them over time based on what the player is doing and their temperature.
2 Years Ago
Network PlayerName on PlayerCorpse for the client-side context action
2 Years Ago
Refactored BaseClothing -> ArmorEntity. Fixed a bug where giving an item to a container wouldn't remove it from its previous container. Added an inventory to player corpses. Transfer a player's entire inventory to their corpse.
2 Years Ago
If an item is an ArmorItem try to move it to the Equipment first when transferring. Make FindFreeSlot support passing in an InventoryItem instance to test for and add InventoryContainer.CouldTakeAny.
2 Years Ago
Pass InventoryItem as a parameter to transfer target handlers so they can provide different container options per item type
2 Years Ago
Added IHeatEmitter and SphereTrigger Added EntityExtension class and Entity.FindParentOfType<T> extension Implemented IHeatEmitter on Furnace and Campfire and calculate and lerp player's temperature to surrounding heat emitters
2 Years Ago
Automatically close any storage UI panels where either the entity has become invalid or the entity is a loot spawner and the inventory is now empty
2 Years Ago
Added LootSpawner base entity type. Added a basic loot crate for spawning with Hammer. Added LootTableResource, ILootTableItem. Added spawn chances etc to all available items so far. Added InventoryContainer.IsTakeOnly to make a container so the player can only take from it.
2 Years Ago
Actually take the items that are required for each structure piece
2 Years Ago
Added ItemCostAttribute and updated all Structure types to have one Added structure item costs to the Toolbox Menu and show when it is unaffordable
2 Years Ago
Simplify radial menu by having a single SCSS file that both ReloadMenu and ToolboxMenu share
2 Years Ago
Added dry fire sound event and increase spread for buckshot
2 Years Ago
Set recoil ranges for Pump Shotgun
2 Years Ago
Increase max players to 32 Add Shotgun ammo type to enum Have weapon base use item clip size and set hold type properly move a bunch of public virtual methods to protected Early out if type description for item resource doesn't exist Start adding shotgun with buckshot and slug ammo types and add temp icons for all including pistol and rifle ammo Add ProjectileCount support to ProjectileWeapon and move projectile backwards one tick on initialize Updated slug ammo stack size Added pump shotgun weapon and added damage falloff curves Add damage falloff getter to WeaponItem Fixed to NetInventoryContainer and NetInventoryItem, update value based on previous version when hotloading Return null if passing unique id of null or empty into InventorySystem.GetDefinition Add working ammo type selector and switching ammo - move reloading to server-side only https://files.facepunch.com/conna/1b2811b1/sbox-dev_wuJt54qN9X.mp4
2 Years Ago
Addons that successfully compile will still load and load their game resources etc even if one addon fails to compile
2 Years Ago
Fix high quality reflections showing checkerboards when it shouldnt Give QMenu a minimum width Fixed sound preview button not appearing for soundscapes Added sound preview for .sound resources in inspector Updated map template to not have missing KVs and use correct PP ent Documentation & cleanups PackageSelector specify a query e.g type:game instead of Package.Type.Gamemode, fix Hammer Add Game showing all non-game packages too Implement Soundscape.MasterVolume GameResources in maps properly adding asset system references Disallow editing of cloud downloaded game resources Optimize Prediction.WasPredicted, iterate RpcHistory backwards to delete previous ticks Don't Prediction.Watch when prediction isn't enabled, won't needlessly fill up RpcHistory when using the Sound system clientside only or any other ClientRpc systems Fix clothing list not rendering initially Add ContextMenu which automatically deletes itself on close. Try to use this whenever popping up a one time context menu. Move Project Enabled context menu option to first position Return early in DrawTextBox if rect is invalid Sully the project list with stats and warnings Allow for point light mixed light shadows Remove old lightbinner that isn't used Remove FOG_LIGHTING_MODE_BAKED_NOSHADOWS, it's only used for hammer preview and just confuses people, default lights to affect fog Make Henyey-Greenstein curve from dynamic fog match luminosity of baked fog, improve TAA on fog https://imgur.com/a/h4G7Qr4 Fix baked fog Make voxel resolution from env_volumetric_fog_controller be less confusing and match the description of combined lights, default indirect lighting to 1, increase draw distance Completely eliminate flicker on far fog clipmaps while reducing ghosting New Outfit Piece! - Smart Jacket LODs coming ASAP. https://files.facepunch.com/daniel/1b2511b1/sbox-dev_xqXleftbBj.jpg Revert "Allow for point light mixed light shadows" This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6. Hat LODs Bucket Hat, Nerdy Glasses, Fedora and Flatcap now have LODs pass on the light material (lamp post, ceiling light etc) and prefabs Merge branch 'master' of sbox Adjust editor console styling. https://files.facepunch.com/rubat/1b2511b1/A0aAcWaH3M.png Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug Eye shader now adapts the iris to the luminosity of the env 👀 https://i.imgur.com/lLUm03S.png Add parallax to citizen's eyes https://i.imgur.com/ItsxkjG.png Rust player has the same eyes Rework how Tools.GameData handles new assemblies, only reloading entities from them and batch them to refresh, go from consuming 140ms -> 8ms on hotloads. Fix local packages and make older asset.party assemblies work. DisplayInfo cache Skip byte order marks when trying to compile shaders sboxgame/issues/issues/2533 Don't cutoff rough high quality reflections, we already have optimizations to deal with that, fix directionality of directional AO when there's no lightmaps https://i.imgur.com/eA8f4pJ.png Fix GameData accepting inherited [HammerEntity] as a map class, it's explicit on every entity Tools compile newly enabled games on localaddons.changed - tools need games compiled for GameData and GameResource assets Eyes have roughness mask too https://i.imgur.com/tSxAguq.png Fix editors (hammer, modeldoc, etc.) autosaves for files outside of the game directory Clarify addon's PrimaryType field Double click project row to open properties Package Settings page Use project settings window to configure asset packages Project publish wizard foundation Enforce/Signal package ident length to avoid silent fails Get rid of IWebProgress, add simple action callback instead New publisher works Delete old PublishWindow Merge fix Upload wizard fixes Clean up and make it all work for non single file projects Clear the package cache after successful upload so it'll be usable immediately Delete PackageSettings page, replace with button Fix map list not displaying tagged maps for #local packages Fix package card's body text sometimes shrinking and getting clipped Minor avatar screen cleanup Startup time diagnostics Add Sandbox.Utility.DisposeAction More startup time diagnostics Hotload diagnostics Compiler diagnostics Merge branch 'master' into custom-client-input
2 Years Ago
Various inventory networking fixes (invalid items) and no longer need to specify item to InventorySlot panel just the slot number
2 Years Ago
Added ICookerEntity and ICookableItem and CookingProcessor to process cooking Ore is tagged as ore and fuel is tagged as fuel Update InventoryView to support multiple open inventory containers Update furnace to use CookingProcessor and implement ICookerEntity Add cooking UI https://files.facepunch.com/conna/1b2511b1/sbox-dev_EykTn4ZqaE.mp4
2 Years Ago
Additional types
2 Years Ago
Added a crafting recipe for the Storage Crate Don't show output stack size for crafting recipe if the stack size is 1 Adjusted some placeholder item icons Added furnance.vmdl and furnace.vmat and added attachment for fire Added Furnace and FurnaceItem (WIP) Added a crafting recipe for the Furnace item Fixed some entities not being hovered properly by the cursor if they are too tall Increase stack size of all ammo types Added a method to Weapon to create a temporary short-lived light source at a position Client-side create a temporary light source at the muzzle position when firing the MP5 to light up the area
2 Years Ago
When hovering a crafting queue item have it transition its border to red and show a red box shadow
2 Years Ago
Change wording a little
2 Years Ago
Simplify the recipe categories a little for now until additional categories are needed
2 Years Ago
Have ITooltipProvider inherit IValid Updated Bolt recipe to provide 2x Bolt per craft Check for IsValid() in CustomTooltip to determine if the tooltip should fuck off Item definitions are always valid Added RecipeCategory enum and add a property for it on RecipeResource Added the first fully working version of the crafting interface https://files.facepunch.com/conna/1b2511b1/sbox-dev_PTQgHsDnTd.mp4
2 Years Ago
Early out if no managed inputs to write
2 Years Ago
Some additional styling changes for the crafting mockup
2 Years Ago
Started mocking up the first crafting menu draft
2 Years Ago
Added a client-side ConVar to show your own nametag (debug)
2 Years Ago
Fixed an out-of-range exception when clearing the crafting queue on death Added Nametags and Nametag and update them for each client
2 Years Ago
Updated Flashlight and Laser Sight attachments to have correct rotation Remove AttachmentResource - attachments don't really need to be a game resource they each require very specific logic Add Flashlight derived from SpotLightEntity with pre-configured properties Add AttachmentItem with various virtual methods (OnAttached, OnDetatched, etc) Update InventoryContainer.FindItems to return an IEnumerable instead of a new list every time Call a method when a WeaponItem has its weapon entity changed or nulled Add working WeaponFlashlightItem attachment and make sure OnAttached/OnDetatched is called in AttachmentContainer
2 Years Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing Fixed text panels not updating when string changed Merge branch 'master' into custom-client-input fixed holes and added LODs to the telegraph pole AssetSystem & GameData docs Sort asset references in inspector by type and name Makes it easier to see what's what. Also reduced vertical whitespace a bit. Added confirmation popups for deletion of assets/projects This also lets the user know what exactly will happen to the asset and project files upon removal/deletion. Fixed certain assets showing 2 icons in the browser AssetType.PrefersIconForThumbnail is now set correctly Remaining asset type/system docs More documentation Add SetRemoteDestination to trigger_teleport Validate organization thumbnails for asset.party selectors Validate AddonSelectorDialog org thumb - we've got 3 panels doing the same thing here, I'll unify them in the next couple of days Added multi-select support to Hammer's Entity Tool selector https://files.facepunch.com/devultj/1b1911b1/sbox_6eFNVff4fk.mp4 Removed GameSelectorDialog, renamed AddonSelectorDialog to PackageSelector Solves #621 PackageSelector uses Package.FindAsync Api Only try to sample from reflection buffer if we have reflections defined at all on the shader Add SceneParticles.SetControlPoint for rotation and transform Move ParticleAttachment to engine, this is something we'll need in tools, not just game Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game" This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb. Add Application.CursorPosition setter (used for locking cursor in tools) Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels Revert some experiments that shouldn't be in this branch Update shader files Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections Menu: Open video settings navlink by default Partial fix for audio breaking when sounds are played really far away Documented BaseItemWidget Actions, added ItemDeselected, ItemsSelectedTo Remove AddonProperty, replaced usage with PackageSelectorProperty, added defaultSelection to PackageSelector, added placeholder UI to see current selection https://files.facepunch.com/devultj/1b2011b1/devenv_OUH7xVz5AK.mp4 PackageSelector: Re-added #local to local packages Citizen/clothing: disabled jiggle on hard hat ModelDoc: Added more info to "not in CONTENT folder" error message Added hotload_log engine convar New Dress + New Hair Fixing LOD1 of Tactical Vest Show all leaderboards in menu again Basic support for {map} leaderboard name substitution Only supported for MapSelect.Official Avatar screen subcategories and clothing variations (#626) Adds Parent to the Clothing GameResource Clothings with a Parent will be displayed as a variation in a separate panel Categorizes clothing items by their subcategory Updated a few items to have subcategories and parents Limit main menu leaderboard list to 5 items for now Hammer: Ability to reset selected material Asset Brower: Make disabled asset types a bit easier to read Prettify FBX asset name Add Model.AnimationCount and Model.GetAnimationName Add tooltips to collapsed sidebar of entity selector Add Model.MaterialGroupCount and Model.GetMaterialGroupName Complete fix for far away audio from breaking our sound system Closes sbox/issues/615 & sbox/issues/622 & sboxgame/issues/issues/2461 Set max height for package description in menu For sboxgame/issues/issues/2575 fixed cctv_globe/mount mesh orientation and naming, updated physics and prefabs Merge branch 'master' of sbox Clothing Outfit Orginised / Parented for Colour Variations Remove Compiler.ReportCompileDiagnostics - this was only used in non-tools mode and was double printing something already handled in CompileGroup Merge codegen diagnostics into Compiler.Diagnostics so errors/warnings show in editor error list or console in non-tools If codegen reports any diagnostics of error severity, fail the build ( warnings won't fail the build ) Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing Clean up some generator diagnostic descriptors, make them more clear, set severity to warning on warnings.. Non-static ConCmd.Client errors Add scrolling to leaderboard list in menu Always use addon map list for map leaderboards in menu CI worked perfectly with the previous thing, let's try without processor throttling Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU Merge pull request #614 from Facepunch/aoproxies-suck AOProxies Rework Fix addons targeting local projects erroring - don't use #local in addon compiler references, there's code further down that will favour local package If an addon doesn't target a specific game add a reference to base - Sandbox.Internal.AssemblyModifier seems to take care of all the references Organising of Hair / Parented + New Baseball Cap reskins Entities can use GameResource types in properties Styling consistency for game frame comboboxes Hovering asset list will show asset path in status bar Fix directional AO shipping without actual directionality Delete created sound(scape) entity when drag'n'dropping outside of a Hammer view Fallback code for Hammer drag'n'drop assets with spaces in their path New package facets api replaces categories Reducde RS2008 severity Fix RS1024 warnings Disallow re-publishing downloaded assets from asset.party Fixed an exception when right clicking assets in "Dependencies" tab Show cloud downloaded assets outside of "Asset.Party" category too Fixed a warning in RuntimeAddon Generator: Replace ConCmd.Server|Admin attribute to include method signature (when needed), supports having two ConCmds with the same method name. Fixes sboxgame/issues/issues/2577 Added link to remote asset to OMG SUCCESS window And to right click on assets in asset browser in not asset.party category Sound preview in Sound Event editor stops on panel destroy Add disable mesh merging setting to prop_static Added PostUI render hook sboxgame/issues/issues/2436 Update steam audio to 4.1.2 Re-enable embree for steam audio again Improve selection & style for items with variations Merge branch 'master' into custom-client-input
2 Years Ago
When an item in a slot contains items in its child container show an icon to represent that
2 Years Ago
Updated all weapon models with latest and source. Added AttachmentContainer, AttachmentItem and AttachmentResource. Added a simple Weapon Flashlight attachment (non-functional.)
2 Years Ago
Simplified some naming so that InventoryContainer and InventoryItem both just have Parent
2 Years Ago
Inventory containers are no longer required to have a parent entity. Inventory containers can have an optional parent item. Items can now control whether or not they register their own child containers. This is useful because now weapons can now have their own "inventory" to store attachments. Updated all inventory UIs to support selecting an item and showing any child containers.
2 Years Ago
Less spacing between inventory slots and reduce the border radius by half
2 Years Ago
Added TemperatureModifier to ArmorResource & ArmorItem and appropriately adjust the player's temperature based on what they are wearing Extended the equipment inventory to support a new armor type: Feet. Added Army Boots, Black Hoodie and Cargo Pants as available items
2 Years Ago
Added a hover loot feature (hold Ctrl and hover over items in a container to add them to a transfer queue to be transferred to their transfer target container) Completed refactored InventoryContainer to support derived types and custom serialization Some tidy up around InventoryContainer Refactored item tag system to be a hash set of strings and can be set on the game resource. Item tag display info for tooltips etc can be registered with ItemTag.Register this stuff will be used for inventory container item filtering Completely remove hardcoded equipment check and add a new whitelist and blacklist item tag filter to inventory containers (client + server) show an invalid drag if trying to drag into a container that disallows the item Merge branch 'main' of sbox-forsaken
2 Years Ago
Added Thoughts and some generic thoughts for invalid placement of construction pieces and deployables https://files.facepunch.com/conna/1b2211b1/sbox-dev_3TTHzT5GR3.mp4
2 Years Ago
Some tweaks to the campfire
2 Years Ago
Updated font to Vollkorn for Cursor title and action names
2 Years Ago
Added a dynamic light to the campfire that flickers and moves around for a cool effect
2 Years Ago
Added SetRadialGradientBackground PanelStyle extension method Add ForsakenPlayer.GetChatRecipients Added opacity transitions for Backpack, Hotbar, Storage and ToolboxMenu Fix Draggable selecting IDroppable panels that aren't visible Added glow background to InventorySlot and use a radial gradient Added a chatbox with support for system messages Merge branch 'main' of sbox-forsaken
2 Years Ago
Add a default muzzle flash effect to the MP5A4
2 Years Ago
Temporarily fix parse ordering error by using &deg;
2 Years Ago
Refactored context actions to use a simple class with ids instead of a bunch of classes Use ??= for internal environment in TimeController Reduce size of campfire by ~50% Support new context action stuff in player, make cursor movement less frame dependent, and simulate deployable placement in FrameSimulate Update Storage Crate and Item Entity to new context action stuff Add the first version of the deployable campfire (cooking UI to come later)