userConnacancel

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

3 Years Ago
Update all damage resistances Add Cavalry and Spearman stubs Adjusted unit speeds to make more sense Added additional watch tower attachments for archers Added custom entity type for Watch Tower which spawns its own archers at attachments Check IsValid on egg group in ProcessIdle to support items with no group Added EggFlags.Chaperone and have Archer, Cavalry and Spearman set chaperone capability Added TickAttack and set Target properly for each group when one is found. Added Escorting system (initial basic impl) which will keep formation relative to the escortee. Units inherit velocity of their group. Chaperones inherit velocity of their escortee.
3 Years Ago
Set rotation of stationary items to face their target on spawn Update rotation of Trebuchet model so that it faces forward Add EggFlags Add target / process stubs to Stationary egg entity Add flags and move conditions for attacking and attack priority to egg classes Update trebuchet to only attack stationary or mobile item types (it should ignore escort only items)
3 Years Ago
Added Trebuchet data and Direct Damage data Plague Barrel entity stub Plague Barrel data with particle effects OnEggThrown and OnEggLanded virtual methods on data Set model of thrown direct damage eggs immediately and initialize any trail effects
3 Years Ago
Add submodule properly
3 Years Ago
Remove modules :S
3 Years Ago
Add submodule
3 Years Ago
Remove gamelib directory
3 Years Ago
Units will move towards their group position if the target position is blocked (they would hit a wall) Egg groups will interpolate their z position to align with the ground as they move Make traces for egg landings only hit the world and remove the radius Merge branch 'main' of sbox-slingshotsiege
3 Years Ago
Remove redundant overload and add extra documentation
3 Years Ago
Simple Speech API (Limited) (#144) * Very simple listen method purely with dictation or listen method with a set of possible choices Co-authored-by: Chloe Marcec <dmarcecguzman@gmail.com>
3 Years Ago
Allow specifying HTTP headers in WebSocket.Connect (some are not allowed though) Set appropriate User-Agent and Origin headers (not customizable) Added Paint.AntiAliasing Add Widget.ToolTip, Widget.StatusTip FloatEditor can have an icon instead Add Angles Editor Add Paint.SetBrush( image ) Color editor Select server entity, if available Split classes into files Allow getting DisplayInfo to type to not inherit Inspector navbar Add Option.Enabled Inspector back/forward with history PropertySheet header wip Add mp4 support to CMovieRecorder so we have a working mp4 recorder that we can speed up for runtime use Iron Fences - revised post design and improved texture resolution iron fence - roughness tweak for paint Move sliders from menu to base Make CoC Smoother for shader Initial dev camera DOF UI Remove old DOF stuff from devcam Add the ability to use old CoC Update entity list when entity parent changes Cleanup var names Correct focal point for old coc Merge pull request #143 from Facepunch/dof-settin-devcam DOF Settings menu with devcam. Hold TAB: https://files.facepunch.com/ognik/1b0711b1/2022-01-21_02-16-6a51e513-aa5a-4419-a390-0c91b867974e-ZdXU8wWx.png Disable videomode settings when in tools as it's handled by the widget (prevents user getting into an infinitely tiling window state) Fixed weird ghosting on DOF edge If in full screen tools mode and open the console, disable full screen Added console command "tcmd", which can be used to run events in tools realm Added tool event commands editor.fulltoggle, editor.fulloff, editor.fullon Bind f3 "tcmd editor.fulltoggle" Add Input.GetBindingForButton( string buttonName ) Pressing F keys in editor will run those binds in game, even if the game doesn't have direct focus Removed broken/ fixed Core particles Removed old test maps from /core Updated tags for particles Cleaned up explosion particle Metal Railing Tileset https://files.facepunch.com/louie/1b0711b1/sbox_JRSGuE8OgJ.png Addition models for railing tileset Initial SDF tracing optimizations until multipass rewrite Fix DoF on AMD Allow specifying root namespace Refactoring Expose the ModelEntity's Model as a property Moved Model, Material, Texture into Engine.dll Remove unused RouteDamageToNative ModelProperty placeholder Chop off a pixel when mp4 recording is an odd size so any size can be recorded Aircon - aircon, gibs and mount lod0 Organize Qt defs Bind pixmap Create IAsset.def Create IAssetPreviewSystem.def Create IAssetSystem.def Add Paint.Draw( rect, pixmap ) Add Utility.GetAssetThumb( path ) ModelProperty draws thumbnail AssetSystem hooks Better fix for AMD driver bug on DoF, wrap around problematic instruction Fix startup assert related to duplicate QT layout Fixed start up exception due to a malformed comment Remove glass hack, try and put quad basis into entity key values instead Merge pull request #145 from Facepunch/root-namespace Allow specifying root namespace in the .addon file ``` { "sharedassets": "*.*", "type": "game", "ident": "ognik.spectest", "rootnamespace": "Poop" } ``` https://files.facepunch.com/ognik/1b0811b1/2022-01-18_36-07-333a9692-b006-45ae-9291-ba9d4a2e701b-EM3ZWSxJ.png Icon Attribute, MaterialIcon enum MaterialIcon lookup fix ListView control Add Vector3.Clamp Add min max variant to ClampLength Asset Listing tests Fix Vector3.ClampLength( float minLength, float maxLength ) Fix menu clipping with maps & local games Merge pull request #138 from Facepunch/websocket-headers Allow specifying HTTP headers in WebSocket.Connect Merge branch 'master' into speech
3 Years Ago
Fix warnings Fix titlebar dragging Merge branch 'master' into speech
3 Years Ago
Very simple listen method purely with dictation or listen method with a set of possible choices
3 Years Ago
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3 Years Ago
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3 Years Ago
Recompile placeholder assets Have units start out in the middle and get into formation on egg break IDamageable extends IValid ProcessMove, ProcessIdle and ProcessAttack implementations
3 Years Ago
Move Speed to base Egg Item Data Add TickMove to IEggItem Implement TickMove on Unit and GetGroupPosition implementation Move groups as their own thing and have members move to localized positions within the group as a formation
3 Years Ago
Restore weapons for egg items
3 Years Ago
Attempts to fix the random crashing that's cursing my night
3 Years Ago
Added some placeholder assets. Completely stripped out Flow Field / Pathfinding related stuff, it's not really needed at all actually for this game. Started adding attack / find target logic to egg groups. Temporarily allow any position to be valid when throwing an egg until map is updated to support play area. Added Spawn Radius property to egg items. Archers will spawn evenly distributed in a circle.
3 Years Ago
Initial commit
3 Years Ago
Improvements to jetpack scaling and initial jump velocity for smoother jetpacking
3 Years Ago
Use Chat.OnOpenChat for the chat box and put a bandaid over an issue that causes onblur to be called when the text entry hasn't actually lost focus
3 Years Ago
Ensure caret sanity after setting text on a Label to avoid exceptions in TextEntry after clearing existing text Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Fixed icons in the weapon selector looking funny after a recent core update
3 Years Ago
Added basic Figurine classes to represent static items inside eggs Add figurine data for each available egg type Create figurine and attach to attachment for each egg Use right hand transform for egg rotation by multiply by rotation from right vector
3 Years Ago
Added a basic egg hud that - for now - just shows the name of the item in the egg IEggItem uses IValid interface for better usage Fixed egg particle crack effects being shown multiple times. Add Egg Hud to Eggs and standardize egg colors by type. Fixed eggs sometimes not respawning after landing
3 Years Ago
Weaknesses renamed to DamageModifiers. Update base stats for Archer, Battering Ram and Watch Tower.
3 Years Ago
Simple weakness data for any egg item type (not hooked up)
3 Years Ago
Localize particle creation for egg impact
3 Years Ago
Adjust VR anchor to cater for sitting / standing mode (I think my room scale config was wrong before) Merge branch 'main' of sbox-slingshotsiege
3 Years Ago
Replace background-size: 100% with background-size: cover
3 Years Ago
Bonus commit because I forgot something
3 Years Ago
Update Hover to use new lag compensation methods (cheeky JIT low-hanging fruit xmas commit)
3 Years Ago
Use sling speed modifier for egg rotation as well
3 Years Ago
Clamp slingshot force to min and max to fix overshooting and ignoring egg mass. Add egg item data sling speed modifier (set it to 0.5 by default).
3 Years Ago
Rotate BR model 90 degrees so it faces F(orward). Increase mass of stationary eggs. Slow down BR.
3 Years Ago
Added Battering Ram stub. Let egg item data classes create their own animators. Pass owning player to spawn for eggs.
3 Years Ago
Center the egg group hud and raise it. Automatically scale based on distance.
3 Years Ago
Added Stationary, StationaryData. Added prelim support for Watch Tower (first stationary egg.) Add HudOffset for eggs. Let egg data classes handle their own spawn logic.
3 Years Ago
Manual scoping for lag compensation (#130) * Manual control of starting and stopping lag compensation * Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon) * Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically * Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
3 Years Ago
Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
3 Years Ago
Manual control of starting and stopping lag compensation
3 Years Ago
Temporary icky trick to start lag compensation early so player Physics.GetEntitiesInSphere catches players with their rewound positions before a trace is needed
3 Years Ago
Set player model to citizen. Hide if we are the local pawn (client-side.) Set IK animation values for hands (bit wonky at the minute.)
3 Years Ago
Correctly spawn a new egg for every egg lost (eventually eggs will respawn on a timer)
3 Years Ago
Adjust maximum flowfield square size automatically based on node size. Show red circle if target placement is invalid.
3 Years Ago
Fixed pouch force not being applied on release