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5,150 Commits over 1,583 Days - 0.14cph!

1 Year Ago
Network Protocol++ Lobby list is more useful Set Application.GameIdent without the #local Add network protocol to lobbies Add StringTable.OnSnapshot Add UserInfo network string table
1 Year Ago
Fix component members without source info being ordered randomly
1 Year Ago
Give Voice Transmitter a few more options Nicer errors if trying to RPC unsupported values
1 Year Ago
Fix tags not always getting applied to scene objects
1 Year Ago
Members with [Expose] are always exposed
1 Year Ago
BytePack dictionary support + tests
1 Year Ago
Fix network message chunking not actually doing shit Tweak string table initialization Unit test validate StringTable
1 Year Ago
Clean up
1 Year Ago
Remove Time.Tick
1 Year Ago
SceneUtility.Instantiate becomes gameobject.Clone( ... )
1 Year Ago
Don't leave the server when joining
1 Year Ago
Cleanup Network protocol++
1 Year Ago
Changed Sync.IsProxy to Sync.Query
1 Year Ago
Fix tests
1 Year Ago
Add Obsolete to INetworkSerializable
1 Year Ago
Fixes
1 Year Ago
CharacterController use sync vars Remove INetworkSerializable
1 Year Ago
Put Sync updates on regular network update
1 Year Ago
Rename old NetworkTable to StringTable NetworkTable registration inserts entry Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode RigidBody uses SyncVars instead of INetworkSerializable
1 Year Ago
Clean up
1 Year Ago
We do already have a break sound, 10 lines down from where I added a new one
1 Year Ago
DamageInfo into namespace Don't throw a ton of errors when we run out of voices Add surface sound for break (I got a feeling we already have this somewhere) PhysicsShape.Surface returns null less often Add GameObjectSystem.Stage.FinishUpdate Rename PhysicsBodyComponent.cs to PhysicsBodyExtensions.cs Add PhysicsShape.PlayCollisionSound, PlayFootstepSound, PlayFootLandSound, PlayFootLaunchSound Add CollisionSoundSystem Collision Event System automatically calls into CollisionSoundSystem Add RigidbodyFlags
1 Year Ago
Update sentry DSN Fix NRE in rigidbody
1 Year Ago
Add Component.IDamageable and DamageInfo Remove currently unused properties from ModelPropData Component.Flags is now a ComponentFlags Add GameObjectFlags.DontDestroyOnLoad (not implemented) Fix double IDamageable Add DestroyOnEnd to ParticleEmitter Hide SceneObject in ParticleSpriteRenderer if no particles to render Particle collision uses scene trace
1 Year Ago
SceneCamera.Tonemap not enabled by default Fix model rendering bounds Call ForceFlushGPU when rendering to pixmap
1 Year Ago
Add Layout.SizeConstraint FixedWidth and FixedHeight operate propertly, added FixedSize Fix ControlWidget's layout expanding vertically
1 Year Ago
Should fix errors when a GameObject is marked as no save
1 Year Ago
Fix pixmap render crash
1 Year Ago
Fix MaximumWidth/Height swap
1 Year Ago
Change vmdl_c to vmdl in Model.Load
1 Year Ago
Convert ITags to an abstract class
1 Year Ago
Rewrote Qt widget layout implementation so that SizeMode works and makes more sense
1 Year Ago
Recover the scene camera if its position is NaN
1 Year Ago
Add ITagSet.HasAny, HasAll that take ITagSet Added GameTags.Flush - to manually update the flags instead of waiting for the next frame callback Fix warning
1 Year Ago
Add missing methods to TagSet, GameTags
1 Year Ago
Properly hide GameObjectFlags.Hidden in gameobject tree
1 Year Ago
Remove unused Fix scene warnings Remove Camera class
1 Year Ago
Add Panel.Scene
1 Year Ago
Fix documentation ComponetList uses component.Active instead of component.Enabled to determine active status
1 Year Ago
Remove debug logs Fix interopsystem convar names
1 Year Ago
Fix crash when rendering to pixmap Traces don't hit triggers by default, need to explicitly request it to hit triggers. Ripped out a bunch of unused stuff.
1 Year Ago
RenderToPixmap is a shit load faster Remove redundant CToolsRenderScope
1 Year Ago
Fix component context menus being modal, not preventing gameobject context menu popup Fix component "paste values" not working
1 Year Ago
Fix TreeView being empty when scroll forced to top due to item changes Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)
1 Year Ago
InteropGen - assert to make sure accessor's a not null Remove SceneCamera.IsMainCamera Add Scene.Camera (returns best, mainest camera) Add Scene.Camera unit test Added CameraComponent.PointToScreenNormal, PointToScreenPixels, ScreenPixelToRay, ScreenNormalToRay Make stuff use Scene.Camera instead of Camera.Main Remove some Camera members Remove some functions from Screen
1 Year Ago
use facepunch.walker as maplist game
1 Year Ago
Add SpawnPoint component
1 Year Ago
Don't load any game addons during editor startup
1 Year Ago
Add Preferences class with sensitivity and fov Input uses sensitivity preference CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy CharacterControllerHelper uses SceneTrace Link to new documentation on the welcome screen Fix CitizenAnimationHelper NRE's
1 Year Ago
Handle func_brush creation Handle prop_physics etc