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12,441 Commits over 2,467 Days - 0.21cph!

39 Minutes Ago
Added Entity.ResetInterpolation()
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52 Minutes Ago
Added Entity.Parent ResetInterp when parent changes Added Entity.WorldPos Added Entity.PhysicsClear() Added "hat" attachment Stick balls on your head Merge branch 'master' of sbox
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2 Hours Ago
Added Entity.FollowedEntity Merge branch 'master' of sbox Interop: Added StringToken type Added BaseEntity.SetParent overload which takes a straight up CTransform instead of a pointer Entity.FollowEntity just calls SetParent String Token return 0 if null Merge branch 'master' of sbox
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5 Hours Ago
Added Entity.IsWorld DevCamera zoom Delete on touch Merge branch 'master' of sbox
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Today
Expose Entity.MoveType Set setting Pos on entity, move its physics too Added Entity.StartTouch, Touch, EndTouch callbacks Added PhysicsBody.Pos Beachball prop fixes so it works like a prop Touch tests
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Today
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
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Yesterday
Ignore accesslist.txt
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Yesterday
Delete build debris Update build order to build managed and run InteropGen first Ignore build debris
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Yesterday
Bind g_pNetworkClientService Fixed console commands from console or ui not forwarding to server
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Yesterday
Added debug controls Merge branch 'master' of sbox
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Yesterday
Added CollisionProperty.GetCollisionBounds() Player Physics Hull to c#
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Yesterday
Limit total ragdoll count, delete oldest
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Yesterday
CollisionGroup get/set Added ModelEntity.GetModelName()
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Yesterday
Make default gamemode sbdm Build-Game does build instead of rebuild Latest tools
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2 Days Ago
Added PhysicsGroup.Pos, .MassCenter Switch to SpectateRagdollCamera on killed
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2 Days Ago
CodeGen: Fix RPC with no args BecomeRagdollOnClient is an RPC that is called on killed
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2 Days Ago
Added Entity.SetRagdollVelocityFrom( ent ) // revisit: maybe this should be on a RagdollHelper class or something rather than Entity where it won't ve usable 99% of the time
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2 Days Ago
Added PhysicsBody.AngularVelocity Added Transform.TransformVector( localvec ) Set ragdoll bone velocity, angular velocity based on parent animation
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2 Days Ago
InteropGen: generate GetManagedHandle to convert a class to a handle while dealing with nulls Added Transform constructor Added ModelEntity.GetBonePhysicsBody( boneid ) Added ModelEntity.ComputeBones( timeoffset ) Codegen
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3 Days Ago
Enable fog entities that were ifdef'd out Create a UI render layer and call into managed from render thread
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3 Days Ago
Exploring binding of IRenderContext
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4 Days Ago
Added Entity.IsClientOnly Throw an exception if trying to delete an entity clientside and it's not a client only entity
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4 Days Ago
HandleManager keeps a list of all the IHandleIndex'es and Clears them all at the end of the game Added GameLoop.LoopShutdown remove Debug
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4 Days Ago
Ragdoll test Fixed camera lerping when switch to FirstPersonCamera Remove Unused Fixed server not unloading ConVars/Library at end of game Clean up Fixed network data writing inconsistency
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4 Days Ago
Spaces to tabs
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5 Days Ago
Cleaning Handle Stuff Allow Tasks/Await Handles for IPhysAggregateInstance (we're calling it PhysicsGroup) UTIL_Remove for client Added Entity.PhysicsGroup property PhysicsGroup class Interop: When getting a Handle class, we send native IntPtr but we recieve Handles Updating Binds Tests to see if accessing PhysicsGroup after entity is deleted causes a crash
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5 Days Ago
Added PhysicsBody ManagedHandle Added PhysicsWorld ManagedContext Added ManagedContext, set it on created PhysicsWorld Interop: Allow multiple TypeNameAttribute Interop: Added [Handles attribute syntax (see engine\Definitions\readme.txt) Switched ManagedHandle to an int Made PhysicsBody a Handle type Ragdoll tweaks
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5 Days Ago
Add vphysics/rubikon to sbox_game
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5 Days Ago
Added Transform.WorldToLocal, Transform.LocalToWorld entity.CopyBonesFrom( ent )
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5 Days Ago
Added DebugOverlay.Skeleton SetBoneTransform also sets the physics object tx if the bone has one
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5 Days Ago
SuspendDownloads added to public API Merge pull request #504 from DeKon0650/add-suspend-downloads SuspendDownloads added to public API
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6 Days Ago
s&box background
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6 Days Ago
Rename EngineEntityBase to NativeEntityClass to avoid ambigiuty Can create pure clientside entities Updated all Lerp/Slerp functions to have an optional clamp param, defaulted to true Proper versions of Set/GetBoneTransform Fixed AnimEntity NativeEntityClass Wip test code Merge branch 'master' of sbox
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6 Days Ago
Bind GetWorldspaceBones, GetBoneParent, GetBoneName Draw bones in dev camera
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6 Days Ago
Added constructor to convert TransformUnaligned to a Transform Safe to assume SkeletonInstance exists, it's the default body component for model entity Tweaked fall anim to stop the head looking down Bind CGameSceneNode
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7 Days Ago
Added Transform (counterpark to CTransformUnaligned) Rotation equality Bind a bunch of skeleton stuff Create BoneFlags.cs Bind Transform Remove unused code Fixed ragdoll delayed render Update tools
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7 Days Ago
ModelDoc: Don't do ScaleAndMirror on any of the physics stuff. Their scaled sizes/positions aren't reflected in the modeldoc viewport - so end up being different scales to what you think!! Should we be disabling it like this or trying to reflecty the scale in the viewport? Bind CBaseAnimating BecomeRagdollOnClient Add ragdoll setup to citizen model (test) Become a ragdoll if Use pressed
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7 Days Ago
Toggle devcam with devcam command Added Rotation Up, Down Added Rotation.LookAt( Vector3 forward ) Camera.Activated when switching to it (allows initialization) Added DebugOverlay.Axis Added ModelEntity.OOBBox, CollisionPos, CollisionRot properties Fixed LastButtons getting stomped in ClientInput Update DevCamera.cs
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7 Days Ago
Comments seem to work good, enabling for all
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7 Days Ago
s&box news comment test
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7 Days Ago
Removing some more unused code
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8 Days Ago
Fixed not overriding buttons properly
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8 Days Ago
Camera is primarily responsible for building ClientInput - but Gamemode, Player, Animator and Controller all get a go on it DebugCamera override BuildInput, prevent player input
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8 Days Ago
Fixed infinite loop in Vector2 constructor Clear look input deltas if UI wants the mouse
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8 Days Ago
Added Rotation.Angles() Pass ClientInput to Gamemode
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8 Days Ago
Updated default keys with controller binds Added Rotation +, *, -, FromAxis InteropGen - fixed accidentally hardcoded NativeEngine.ViewDesc in AsRef Bind ClientInput Changing these from static so we can access them in clientinput.cpp Hook input processing in CClientInput::ProcessInput use +iv_ binds Removed ambigious InputButton's (MoveLeft, MoveRight, Speed) Pass ButtonBits to ClientInput Delete clientinput_camera.cpp, clientinput_joystick.cpp, inputmovement.cpp/h Access iv's directly,. delete FindSource2ClientInputVar CalcButtonBits uses InputValueDigital's instead of kbutton_t No need for CLinkInputValuesToKButtons now Deleted kbutton_t Deleted legacy IN_ concommands Deleted a ton more redundancy input code
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9 Days Ago
Noclip is now defined in managed https://files.facepunch.com/garry/58b93b13-1881-4008-b343-03e7e5f3d999.mp4 Merge branch 'master' of sbox
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9 Days Ago
Fixed duck view offset
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9 Days Ago
Increase model turn speed if ducked Fix WishVelocity calc testmap with duck jump tests Duck jumping Merge branch 'master' of sbox
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9 Days Ago
Update testmap Ducking
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