userConnacancel

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

2 Years Ago
ActiveChildInput
2 Years Ago
Use ActiveChildInput
2 Years Ago
Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match
2 Years Ago
Write -1 if entity is null
2 Years Ago
Comment out post processing stuff (learn how it works now later). Fix pistol hold type. Update to use new input stuff.
2 Years Ago
Some additional documentation Move MimicBot to base addon
2 Years Ago
Use updated inputs
2 Years Ago
Remove redundant inputs. Reverse yaw for bots
2 Years Ago
Some extra docs + rename PawnInput to ClientInput
2 Years Ago
Documentation pass for SceneWorld and related classes Obsolete non implemented methods of SceneSkyBox Zero out native pointer of SceneWorld in its Delete() method Fixing up TextureBuilder documentation Rearrange texture builder methods Added test for adding properties with default values Support for log value histograms https://files.facepunch.com/ziks/2022-10-10/sbox-dev_YnroiYzjt5.png Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files Delete unused/non functioning fog override convars Delete fog properties from sky_camera - they do not work Add Widget.OnKeyRelease nullptr checks for Hammer.ActiveMap MapEntity / MapMesh constructors will default to active map doc if not specified MapView wraps CMapView so we can use it in addon space Add `[CanDrop( string AssetFileExtension )]` that support `IMapViewDropTarget.DragEnter( Asset ... )`, make it all accessible to addon space Move MaterialDropTarget to addon space Hammer: Add SoundDropTarget - creates snd_event_point for .sound assets Merge branch 'master' into custom-client-input
2 Years Ago
Branch for Sandbox for input changes
2 Years Ago
Try stripping out InputBuilder and see how it feels...
2 Years Ago
Update (obsolete) player and controller examples to use the managed input / pawn inputs
2 Years Ago
Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client
2 Years Ago
Match structs
2 Years Ago
Add description attributes to Surface asset for the editor Make "clear" option available for "Unknown asset" in AssetProperty editor Fixed "Collection has a fixed size" error when trying to remove items from an array in an asset Updated all surface assets Added grass surface & footsteps Fixed Resources not loading when networked from server Fixes shatter glass being invisible for clients who are not the host Hammer Map Nodes API Split Hammer save/load logic into different file and document all the internals so anyone other than me can know what the fuck is going on Fix double filesystem dispose with addon config Closes #498 Fixed some histograms being offset horizontally Only show histogram markers that are in range Add Hotload.AssemblyResolver, warn if not assigned when needed Set HotloadManager.AssemblyResolver for client / menu / server Documentation pass Hides Prop.weldParent, Prop.childrenProps and Prop.clonedShapes TagAttribute can now accept multiple tags at the same time Documentation pass VertexBuffer index methods throw if buffer is not indexed Obsolete TextureArrayBuilder Readd single string constructor for TagAttribute Hook up the CMapView's CToolCamera so we can have the camera pos/angles and able to build rays from 2d coords Hammer traces return their hit MapNode by managed handle so can do `if ( tr.MapNode is MapMesh mesh )` now Add MapMesh.SetMaterial( Material ) Real simple drag handler for material packages - this code is all getting shit though time to rip it up Refactored map view drop targets into an interface with attributes: `[CanDrop( Package.Type.Model )] class ModelDropTarget : IMapViewDropTarget` Once I wrap CMapView I'll make this public and make it work with standard AssetType too, so you'd be able to create custom drop targets for your game resources. Simple color picker for color properties Snap to color on mouse press Add comments to new publics Merge pull request #573 from Facepunch/color-picker Simple color picker for color properties Merge branch 'master' into custom-client-input
2 Years Ago
Start stripping out stuff that'll need implementing on pawn
2 Years Ago
Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff
2 Years Ago
Add Base Powerup Add PowerupEntity Apply random force to non-static powerups Add Start, Finish to BaseGameRules and IsPlaying property Call Start and Finish Shot power line ignores powerups in the trace Only spawn powerups if there's less than 3 Add Powerup.OnTouch
2 Years Ago
Calculate lod level clamps to max lod level of model ModelDoc: Clean up code for new morph frame compiling now that we know it works Merge branch 'master' into custom-client-input
2 Years Ago
Make ButtonState a struct with implicit bool conversion Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input
2 Years Ago
Can publish materials to asset.party same way as models Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too Documentation pass Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled Only used internally. Added PhysicsPoint.Transform Added debug overlays for constraints (ent_text), clean up accessibility & docs Citizen: further updates & misc. fixes around the head & its shoulder seams Previously updated clothing included in this commit Asset Browser: use User order for cloud assets so you see your shit first Asset Browser: can search for cloud materials Hammer Asset Browser: double clicking a cloud material will install and set the current material to it Fix addon editor getting squished and not scrolling Make _metal and _trans suffixes actually work in create material from image Fixed text alignment Citizen: more misc. fixes A working example for the VirutalScrolling ui test Fix black sky Fix color picker stomping hsv sometimes Citizen/clothing: buttoned shirt skinning pass Documentation pass Cookie system does backups on save, add warnings on load failure Trying to track down an issue where all cookies get reset Hide a bunch of internal entity methods Do not fire BaseTrigger outputs if its disabled Renamed TriggerMultiple.Wait to Cooldown Documentation pass Hidden Water.Think Obsoleted Water.EnableShadows, EnableFog & EnableRefraction Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick Implemented ParticleSystemEntity.SetControlPoint Hidden SoundEventEntity.OnStartSound, OnStopSound Made SoundEventEntity.StartSound, StopSound public Added srcds genereated file to gitignore Added Leaderboard.GetHistogram() Basic leaderboard histogram drawing Show markers on friend scores in histogram Citizen/clothing: buttoned shirt LODs Add some extra checks for file watchers Revert "Add some extra checks for file watchers" This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409. Fall back to fetching top scores if no scores around user Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn Try compiling morph frames with an empty weight list instead of setting bones to bindpose Documentation pass Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere Documentation pass Dirt footsteps for testing Citizen/clothing: misc. fixes Merge branch 'master' into custom-client-input Don't add const to ArgPointer if asref is specified Rid of CUtlVectorByte in favor of direct byte arrays
2 Years Ago
Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>()
2 Years Ago
Tidy up + add ManagedInputs
2 Years Ago
Delta values for some stuff (only send stuff that changed since last cmd)
2 Years Ago
Fixed IsDown / WasDown and also Pressed / Released being swapped
2 Years Ago
Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property" This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf.
2 Years Ago
Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property
2 Years Ago
Fixed compile error from copy paste 🥴
2 Years Ago
Added ButtonState.Pressed and ButtonState.Released with docs
2 Years Ago
Use TypeDescription to fetch property for [ClientInput] Add extensions for reading/writing Transform Add Transform.Read and Transform.Write Add support for Transform to [ClientInput]
2 Years Ago
Added ButtonState intended for use with [ClientInput]
2 Years Ago
Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added
2 Years Ago
Experimental / PoC
2 Years Ago
Fix friction values on pool table and pool ball surfaces
2 Years Ago
Add global:: to codegen EditorBrowsable attributes to avoid errors if the class has a property called System
2 Years Ago
Remove unused CoreWars using statement. Removed a using statement that throws errors when using sbox-voxels as a submodule outside of the CoreWars project. Merge pull request #6 from Ephememory/patch-1
2 Years Ago
Items do not collide with other items
2 Years Ago
Items are dropped in single stacks
2 Years Ago
Tip styling
2 Years Ago
Adjust text shadow for tooltip - trying to get blur to work properly...
2 Years Ago
Fix remaining obsoletes
2 Years Ago
Added Game Setting for Friendly Fire
2 Years Ago
Change var name
2 Years Ago
Cleaned up some game setting code. Added MoveSetting. Added options for moving a setting up or down in the list. Ensure that when the list is rebuilt the previously selected page stays selected.
2 Years Ago
Added descriptions to game settings
2 Years Ago
Added functionality for setting a description per Game Setting that will show during lobby creation Ensure description is updated properly from TextEdit
2 Years Ago
Fixed NRE in GameLobbySettings that occurs when a Choice setting has an empty value (Gunfight)
2 Years Ago
Updated pool map to use upgraded blend material to new shader + hack around with the color a bit to get it to match
2 Years Ago
Remove async OnSecond call in favor of NextSecondTime Only show ranked items in the UI if the game rules are ranked Fixed game turn end time being stupid high. Fixed turn not ending when timer is up.