userConnacancel

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

2 Years Ago
Completely stripped out CursorController. Don't use native mouse for aiming etc but add an in-game cursor
2 Years Ago
Refactored a bunch
2 Years Ago
Added recoil curves to weapons for controllable recoil
2 Years Ago
Move sound -> sounds and added other weapon sounds Added MP5, M1911 and R870 models from Hidden for testing Added WeaponResource and updated WeaponItem to use it Fixed typo AmmoResouce -> AmmoResource Strip WeaponConfig in favor of using WeaponResource and add MP5A4 and Crossbow support Add MP5A4 and Crossbow game resources Give crossbow + MP5A4 using new method Test controllable recoil
2 Years Ago
Various inventory UI fixes (some still remain around pointer events oddities)
2 Years Ago
Simulate construction in FrameSimulate too so the ghost structures are positioned smoothly. Don't constantly re-create the ghost structure unless the type has changed (was broken)
2 Years Ago
Added ArmorResource, ItemResource and ResourceItem for implementing item types as game resources (optionally) Have ArmorItem extend ResourceItem<ArmorResource, ArmorItem> Add baseball_cap.armor game resource and give it to players on joining for testing Add checks to ensure Resource is not null, throw an exception if unable to find a game resource with an id when deserializing items Added AmmoResource and updated AmmoItem to use it, clean up ItemResource Give ammo by finding an appropriate AmmoResource Add 5.56 Ammo, 9mm Ammo and Bolt game resources
2 Years Ago
Added name to the Storage Crate item
2 Years Ago
Added IContextActions interface. Added entity hovering for players. An entity that is hovered that implements IContextActions can glow. Add actual contextual actions later.
2 Years Ago
Add "world" tag to the world entity in PostLevelLoaded. Add DeployableItem.ValidTags.
2 Years Ago
Added Deployable system. Added Toolbox and Crate items. Added StorageCrate entity. Refactored Structure system to require a held Toolbox. Change open structure wheel to Secondary Attack.
2 Years Ago
Make TimeSystem an Entity and have stuff be networked properly. Avoid using constructor for Forsaken class.
2 Years Ago
Added sensible default values for the TimeController entity
2 Years Ago
Rename Tooltip to CustomTooltip (for now, look into using new tooltip stuff later) Remove old Tooltip class Add TimeController, TimeSection and TimeSystem Add Time Controller editor icon + added fsk_time_test map for testing
2 Years Ago
Tooltips Merge branch 'master' into custom-client-input
2 Years Ago
Added BBox.Contains(Vector3) & FromPositionAndSize( Vector3, Vector3 ) Added box soundscape entity DisplayInfo will inherit from interfaces for type members Fix pre-processing shader errors showing up as valid success compiles Add a stop compiling button to the Shader Compile Output Only disable the button if it actually exists Get rid of features.minimal.hlsl. It's the same thing as features.hlsl Expose combo free texture filtering selector for user built shaders https://files.facepunch.com/ognik/1b0111b1/sbox-dev_MUJMmnKlDF.mp4 https://files.facepunch.com/ognik/1b0111b1/sbox-dev_F7l9inPSQS.mp4 Also includes glass & blendable too Catch and report exceptions in OnParametersSetAsync, OnParametersSet When deleting, destroy child blocks first Friend.GetAll() returns empty array in outside of menu Add context menu to entity list, allow deleting Fix entity categories under Map entities Add consistency to explorer widgets Remove some unused gameui Don't reset buttons when mouse cursor window CQAttributeEditor_SoundPicker: use path instead of name for sound events Create a resource reference on sounds in maps so custom sounds will get properly uploaded and loaded with the map This will require you to reselect sounds in your maps to update to their full paths, asset name only is obsolete Group projects better Clip project path text so it doesn't overlap the settings icon Saftey checks around memcpy in CCompositeParentSpaceState::CopyBoneTransformWeights to prevent crash, additional asserts to catch when this stuff is bad Tooltips Fix razor file extension checks case sensitive Settings page partial cleanup Codegen writes correct accessibility for partial classes it writes Add descriptions to TypeLibrary's description classes Focus GameFrame when entering full screen Fixes sbox-issues/issues/2081 Project creator folder selector works first time when path already exists - Fixes Facepunch/sbox-issues#2454 Server list spelling New Outfit Pieces - Shorts and Bucket Hat https://files.facepunch.com/daniel/1b0111b1/sbox-dev_w0N25QkANK.jpg LODs and Skinning adjustments to come soon. Merge branch 'master' of sbox Make it more clear that project rows are not clickable Fixed exceptions when closing publish to asset.party window prematurely Undo unintended changes Deleted prop_dynamic, info(_particle)_target, point_camera native ents Deleted prop_dynamic, info_target, info_particle_target, point_camera native entities They all have c# alternatives Deleted info_null, info_landmark, info_player_deathmatch engine ents Citizen/clothing: bucket helmet seam fix Merge branch 'master' of sbox Whitelist System.Private.CoreLib/System.Diagnostics.ConditionalAttribute Whitelist System.Private.CoreLib/System.Text.* Whitelist System.ObjectModel/System.Collections.Specialized.* Whitelist System.Private.CoreLib/System.IO.StreamReader.get_* and Close() Small adjustment to Shorts Party deck: fix avatar sizing, give margin between add button and party friends - Fixes Facepunch/sbox-issues#2453 Corrected description of (Real)TimeUntil.Absolute RangedFloat can be used in Hammer entity properties now Revert "Focus GameFrame when entering full screen" This reverts commit 8904f4f5b1f11f0a8921373f2a42485a9eaab8ce. Blur and disable console input's focus when entering fullscreen mode This takes care of the editor sometimes auto-focusing the console and getting confused about whether it wants to be full screen or not Support all the different orders CSS border property can be in, add unit tests too - resolves Facepunch/sbox-issues#89 added missing menu tool tip for local games Only call tools.refresh when we have new tool assemblies and not game assemblies Fixed default new material using invalid texture sboxgame/issues/issues/2480 Added option to right click copy asset ident from asset.party https://files.facepunch.com/louie/1b0211b1/sbox_wHZljKuQ2h.png sboxgame/issues/issues/2477 AssertIsMainThread for SetupPhysicsFromModel, this is not safe to do Assert trying to make scene model with meshless model, sceneobjects aren't created if there's no meshes Do the same for sceneobject Fix crash trying to render thumbnail of model with no meshes Fix crash trying to preview model with no meshes Improve error handling for firing Hammer/MapIO inputs Use parameter default value when firing inputs for non number types too Send some performance info Fix particle preview rotation https://files.facepunch.com/layla/1b0211b1/sbox-dev_DE9zLfakRV.mp4 Fix Input.Pressed not working outside of Simulate when FPS was lower than tick rate Citizen/clothing: jumpsuits skinning improvements + ID card on pocket has physics Citizen/clothing: slightly safer angle limit setting on jumpsuit physics Fix StartVoiceRecording and StopVoiceRecording being called continuously when it doesn't have to Merge branch 'master' into custom-client-input Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate
2 Years Ago
Fix invalid SCSS property
2 Years Ago
Remove auto reload / auto reload delay and give a test armor item to players on spawn
2 Years Ago
Some temporary styling and override GetHashCode on InventoryContainer to hash its items
2 Years Ago
Update all inventory related stuff to Razor
2 Years Ago
Fix crossbow muzzle position
2 Years Ago
Added base weapon system, base inventory + item system, basic hotbar + storage + backpack, test items and 1 weapon
2 Years Ago
Move the doorway model import translation right by an inch
2 Years Ago
Move structure related stuff to entities/structures and add normal parameter to IsValidPlacement
2 Years Ago
Refactor structure ghost stuff (Structure.GetOrCreateGhost) and add material override for ghosts
2 Years Ago
Added Structure.OnConnected and prevent placement of Foundations outside of socket connections within 512 units
2 Years Ago
Some more refactoring and ensure that walls and doorways cannot be placed if there's other walls or doorways there
2 Years Ago
Refactoring of socket system. Add socket tags including ConnectAny and ConnectAll. Add Structure.ShouldRotate (for now), in future work out relative socket position from identity rotation
2 Years Ago
Restyled radial menu for structure selector and added icons Added a radial arrow for the structure selector
2 Years Ago
Keep properties at top
2 Years Ago
Added a simple radial menu to control structure piece selection
2 Years Ago
Added RequiresSocket to Structure. By default, Walls and Doorways can only be attached to sockets on a Foundation. Make Socket an Entity.
2 Years Ago
Refactor some socket stuff
2 Years Ago
Updated wall, foundation and doorway to have the right pivot and a mesh collider Started adding a basic socket system
2 Years Ago
Always move in the direction of the keys instead of by eye rotation Added placeholder models for foundation, wall and doorway Updated structure classes to use appropriate placeholder models Started adding test code for structure placement (no slot logic yet)
2 Years Ago
Added stubs for Structure, Foundation and Wall
2 Years Ago
Namespace changes and cleanup
2 Years Ago
Added a basic Hud class and instantiate it in the Forsaken game class Added the CursorController Razor class Added a simple Top Down Camera class Add simplified move controller and animator and implement them into the Player class. The player will look towards the cursor, but when sprinting they will look towards where they're running
2 Years Ago
Initial experimentation of the new shading model for the new shader Merge branch 'custom-client-input'
2 Years Ago
Fixed atlas tool compile error
2 Years Ago
Fixed glows. Updated for new inputs. Fixed hotload error. Fixed rounds Fix minimap fog being rotated the wrong way. Fix models on units by just giving them a bunch remove obsolete CitizenClothing class. Alter camera Fixed ghost building glow and alpha Pathmanager async changes Merge pull request #150 from Facepunch/custom-client-input RTS Updates
2 Years Ago
Update Pool for custom-client-input branch Remove Game Rules ConVar and Game Setting (this will be an addon or fork) Remove PB rules Started upgrading to Razor Fix background color Cleanup Updated PlayerDisplay to Razor and add @inherits to Razor components to fix some broken intellisense. Getting the hang of this... Updated BallHistory to Razor Update Hud RootPanel + CursorController Remove RoundInfo because it isn't even used Update ToastList to Razor + add ToastItem component Updated WinSummary to Razor + added WinSummary components Merge pull request #5 from Facepunch/custom-client-input Pool Updates
2 Years Ago
Comment out post processing stuff (learn how it works now later). Fix pistol hold type. Update to use new input stuff. ActiveChildInput Bot rotation Some PP upgrades Health vignette fix Add color overlay via CSS and vignette for Hidden Update for new hitbox tags Use BoneIndex for ragdoll force Merge pull request #9 from Facepunch/custom-client-input Hidden Fixes + Changes
2 Years Ago
Updated for new inputs + fixed various obsolete errors with Render.* some have no alternatives yet Use new shaders for cw_color_1 and cw_nocolor_1 Add Util.Draw for now until we have a nice draw lib Doubled the health of each team's core Fix unused SCSS property Team list has a blur and background Fixed team core list not showing / updating on game start Set block placement ghost to team color and reduce opacity Health bar and stamina bar percentage values are not parented to the moving bar Implement HasHovered Use other grass clump models Fixed materials on all resource pools Fixed icon render distance and color for hud icons Use shift for sprint + ctrl for duck. Remove block sneaking (for now) because it's terrible, plus it may not be needed now we have block ghosts Fix airdrop icon render distances Converted Tooltip to Razor Added blocks_shine atlas and a bunch of dummy images for existing blocks Merge pull request #27 from Facepunch/custom-client-input Core Wars Obsolete Changes + Fixes + Shine Atlas
2 Years Ago
Added blocks_shine atlas and a bunch of dummy images for existing blocks
2 Years Ago
Added initial .addon setup and basic Forsaken game class
2 Years Ago
Initial commit
2 Years Ago
Add all the weapon stuff + update submodule
2 Years Ago
Fix tests that use sandbox game Load addons after gamemode is compiled Include base addon with Runtime content Isolate the assemblies in their own LoadContext when loading Compiled assemblies don't need a dynamic name now, unify name with release so addons work on local versions of games Add map nodes MapGroup and MapInstance, example usage of MapInstance: ``` new MapInstance() { Position = Vector3.Up * 128.0f, Target = Selection.All.First(), }; ``` Only tell ac to forget the assembly if it's going away Throw more useful exception when ac can't resolve an assembly For now don't include base with generic addons (needs some work) Use correct assembly name for packaged content When hotloading runtime stuff on the server, also include packaged addons so they hotload too Client hotload in a more organised way Fixed ResourceProperty not working with base Resources Fixed a race condition with loading custom resources in tools Add MapNode.Copy() creates a copy of the node and adds it to the current mapdoc Make Hammer entities correctly categorize local projects again Basic assembly reference rewriting Better handle failed downloads when loading to a server Switch some entity methods to check validity of internal pointer, not realm ModelEntity.TakeDecalsFrom throws explicitly when given null Fix malformed comment on RenderTreeBuilder.AddAttribute Rewrite packaged addon references if needed Merge branch 'assembly-rewrite' Hammer: Fix base entities appearing as if they only belonged to certain local games Only create this package.base Compiler in tools mode once again (for Hammer / GameData), since local compilations are now consolidated with base code Make sure Global.Server gets set OnServerInfo so Global.GameTitle and shit is avaliable, fixes rich presence not working too Citizen/clothing: various improvements Obsolete ConstantBuffer, implement RenderAttributes.SetData Fix assembly resolution when rewriting Documentation + Support for arrays & spans Increase menu build timeout Don't show warnings/info in menu compile error Cleaned up Merge pull request #592 from Facepunch/dynamic-cbuf Dynamic Constant Buffers Fix error list exception Fix error list not filtering Handle and show a message when game fails to load, instead of loading anyway Fixed server thinking build had failed if no build was needed Superluminal instrumentation Lobby settings are saved on game start Some error protection around razor :bind Include razor files in editorconfig Nicer lobby addon list Remove razor binds if they create exceptions Add local category in packageselector Mount local Content type projects on server start up Allows usage of custom game resources from content addons Draw the actual soundscape entities with overlay enabled Improve responsiveness of selected map/game preview in lobby No longer displays previous selected map/game while new data is being fetched Fixed files with capital letters not being accepted for Hammer drag&drop Playerclip shouldn't affect nav mesh Added SoundEventBoxEntity https://files.facepunch.com/louie/1b2911b1/sbox-dev_Pyq7g0zfc2.png info_target C# Replacement Targer.cs > TargetEntity.cs Citizen: added ear_* bones Citizen/clothing: army shirt uses neck_clothing bone instead of neck_0 Made project manager less shit Fix local addons with packaged gamemode Reset the server compilegroup when starting server (to clear previous errors) Fixed line numbers being total bullshit Can drag and drop addons onto the project list Fix lobby addon list not shrinking Cleaned up SoundEventBoxEntity Enable client authoritative mesh groups when setting a client side procedural model so server doesn't stomp mesh groups Combine Projects, Entities and UI into one dockpanel Compile tool base first, so that if a tool addon is broken the UI won't be broken CQBuildMapDialog::GetMapLaunchCommand wraps map name in quotes Citizen: ship "all-in-one" FBX with the game files (The "all-in-one" FBX includes the head and its morphs, unlike the regular LOD0/1 FBX files, because we use a DMX file for this. We might as well put it in here so you don't have to go look for it on the wiki.) Citizen/clothing: v-neck t-shirt skinning/LOD improvements & seam fix Citizen/clothing: fixes to blue variant of v-neck t-shirt Citizen/clothing: (... and RenderMeshMarkup for the blue variant too) Hammer: Fix entities from newly uploaded asset.party games not working Citizen/clothing: adding RenderMeshMarkup for previous clothing items that have a cut-down torso mesh Add IEnumerable<MapNode> MapNode.Children Add MapPath and MapPathNode to C# API MapGroup and MapInstance init their handles correctly Fallback to default code editor if selected code editor is no longer installed Load entity GameData after ToolsDll.OnAddonsCompiled instead of tools.refresh - I think this was accidentally still working somehow, but now it'll hotload and all that shit again Fix errors in local projects preventing base loading for tools ( Hammer entities, ModelDoc data, base resources ), remove hack from Sandbox.Engine and make Sandbox.Tools responsible for compiling base before local projects are added to the compile group Add MapNode.Parent property Remove code I added that wasn't needed Merge branch 'master' into custom-client-input
2 Years Ago
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