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251 Commits over 61 Days - 0.17cph!

Today
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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Today
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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Today
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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Today
Removing some more unused code
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Yesterday
Fixed not overriding buttons properly
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Yesterday
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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Yesterday
Fixed infinite loop in Vector2 constructor Clear look input deltas if UI wants the mouse
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Yesterday
Added Rotation.Angles() Pass ClientInput to Gamemode
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Yesterday
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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2 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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3 Days Ago
Fixed duck view offset
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3 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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3 Days Ago
Update testmap Ducking
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3 Days Ago
Added DebugOverlay.ScreenText Fixed player getting stuck in corner
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3 Days Ago
Moved 'kill' convar to managed
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5 Days Ago
Added basic third person camera Toggle first/third camera with mouse2 Start on DebugCamera - switch to it using E
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6 Days Ago
Added CRenderComponent.SetClientAllowDraw (this component is networked so calling SetRenderingEnabled clientside gets stomped) Added Viewer property to Camera Simplify C_BaseEntity::UpdateVisibility Call UpdateVisibilityAllEntities when g_ViewEntity changes C_BaseEntity::ShouldDraw returns false if it's g_ViewEntity FirstPersonCamera test, show the player model when holding attack1
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6 Days Ago
net5 has problems with structs and [UnmanagedCallersOnly] - so pass as a IntPtr Unsafe.AsRef if var has flag asref Added ViewDesc shared struct Call GameLoop.GetView from SetUpView to set up the view params Added Camera class Added GetActiveCamera to Gamemode Added Camera property, GetActiveCamera to Player Added FirstPersonCamera Test gamemodes use FirstPersonCamera
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6 Days Ago
GameSceneNode: if in prespawn or no heirachy, redirect SetLocal* to SetAbs* [RISKY] Bind EntitySystem.ExecuteQueuedCreation Update gamescenenode.cpp We can use sizeof now instead of Marshal.SizeOf Fixed interop reporting struct size mismatch causing false subsequent mismatches
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7 Days Ago
Skip trying to download files if we're a listen server host
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7 Days Ago
Simple event system to allow PlayerController to store messages for PlayerAnimator (and Player if it wants them) Rotation.Clamp optional overload returns the amount clamped by Shuffle feet when rotating (disabled because no aniamtion for it)
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7 Days Ago
Clean/Document StandardPlayerAnimator
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7 Days Ago
Moved Player.Tick, Respawn, OnKilled to BasePlayer Added Rotation.Difference Added Rotation.Angle() Added Rotation.Slerp Added Rotation.Clamp Added PlayerAnimator system
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7 Days Ago
Added Entity.WorldToLocal( vec ) Made Player abstract, created BasePlayer in Sandbox.Base addon Output changed [Replicate] properties to the .codegen
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7 Days Ago
Jump/Air anim
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8 Days Ago
Added Rotation.LookAt 😅 Keep player model upright Don't SetLocalAngles in c_baseplayer
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8 Days Ago
Binding a bunch of animgraph functions Fix crashes with bad animgraph input (ankles) Added basic walk animgraph for citizen Added Rotation.Inverse Added AnimatingEntity.SetAnimParam Renamed AnimatingEntity to AnimEntity Fixed UserInput forward/side/up not properly clamped Added temporary SetAnimParam to WalkController Players call AnimFrame on server after simulating Don't call animrame in WalkController
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8 Days Ago
Update AnimatingEntity.cs Set SUPPORTS_ANIM_GRAPH 1
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8 Days Ago
Run/Walk keys work Rename PlayerController.Run to PlayerController.Tick (avoid ambiguity) Add animationsystem to sbox_game Fix crash in CGroundIKSolveInstanceData Citizen animgraph start
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9 Days Ago
Don't get stuck in the ceiling Added TraceResult.SurfaceFriction CMoveData, IGameMovement no longer needed WalkController Clean
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9 Days Ago
Removed AirAccelerate, Accelerate can do it tweak model sizes/physics testmap update Merge branch 'master' of sbox
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9 Days Ago
Added ModelEntity.ViewOffset PlayerController can set the ViewOffset Don't try to rotate skeleton if it has no bones Gravity property TestMap update
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9 Days Ago
Trace can take mins/maxs Real player body size Switch DebugOverlay to use ISceneViewDebugOverlays directly
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9 Days Ago
UserInput has Pressed( button) and Released( button ) Walk Controller ported (missing swim and ladder)
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10 Days Ago
Bound DebugOverlay (partially)
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10 Days Ago
Adding GroundEntity, BaseVelocity to PlayerController Update WalkController.cs
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10 Days Ago
Bind GroundEntity, BaseVelocity
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10 Days Ago
Deathmatch gamemode base Walk move foundation
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10 Days Ago
Fixed ProjectGen not finding dependancy projects if caps different
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10 Days Ago
Fixed ProjectGen not loading .addon config properly
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10 Days Ago
List gamemodes on menu (temporary development shit)
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11 Days Ago
Dependancy resolution can be simpler now
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11 Days Ago
Dropped .code (compiler config) .addon config contains dependancy info Initializing addon code doesn't mark for compile For now, client mounts all addons when joining a server Addon directly sets compiler dependancies
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11 Days Ago
FileSystem.ReadJson - allow comments, ignore case, allow trailing commas AddonConfig contains Gamemode definitions Use Gamemode Name from ConVar
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13 Days Ago
Player networks their own name Removed playerresource Don't set up physics by default on all ModelEntitys Fixed button definitions not matching engine SoundEvent can define volume (temporary) Update FlyingController.cs
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13 Days Ago
Fix import rotation crashing with bones
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13 Days Ago
Exporter updates
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13 Days Ago
Added import fbx rotation Rotate a couple of models to test
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13 Days Ago
Minimal soundstacks Add custom "general" soundstack
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13 Days Ago
Adding modeldoc to sbox_game Avoid crashing when reading fbx skin weights citizen clothes Added soundsystem to sbox_game Clothes compile Fix resource compile crash when sound event doesn't exist Disabled Content codegen - needs some more thought
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