userGarry Newmancancel
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3,634 Commits over 1,583 Days - 0.10cph!

2 Years Ago
Experimental / PoC Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added Added ButtonState intended for use with [ClientInput] 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] Added ButtonState.Pressed and ButtonState.Released with docs Fixed compile error from copy paste 🥴 Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property 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. Fixed IsDown / WasDown and also Pressed / Released being swapped Delta values for some stuff (only send stuff that changed since last cmd) Tidy up + add ManagedInputs Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>() 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 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 Merge branch 'master' into custom-client-input Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff Start stripping out stuff that'll need implementing on pawn Merge branch 'master' into custom-client-input Match structs Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client Update (obsolete) player and controller examples to use the managed input / pawn inputs Try stripping out InputBuilder and see how it feels... Merge branch 'master' into custom-client-input Some extra docs + rename PawnInput to ClientInput Remove redundant inputs. Reverse yaw for bots Some additional documentation Move MimicBot to base addon Write -1 if entity is null Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Can pass RenderAttributes into VertexBuffer.Draw Avoid conflicts Merge branch 'master' into custom-client-input Add Tony's change for always record voice in VR Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Remove code I added that wasn't needed Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Make sure StopProcessing is reset in Input.Process so that it isn't remembered next time Ensure InputDirection client input is consistently set to Input.AnalogMove for parity with old system Merge branch 'master' into custom-client-input Support extra types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Early out if no managed inputs to write Additional types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge fixes incompatible Merge branch 'master' into custom-client-input Merge remote-tracking branch 'origin/custom-client-input' protocol++ Remove obsolete
2 Years Ago
Unit test fix
2 Years Ago
Disable api protection unit tests (we're breaking the api now) Api++
2 Years Ago
Remove Package.Query Clean up + document protocol stuff in c# Pass api protocol when querying packages
2 Years Ago
Oops, unmangle engine.def
2 Years Ago
Moved network and api protocol into src/common/protocol.h, deleted unused version stuff
2 Years Ago
This test is a bit subjective, lets give it more breathing room
2 Years Ago
Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn
2 Years Ago
Fix editor crash on exit (causing layout to not save)
2 Years Ago
BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that.
2 Years Ago
Build rendersystemempty when building shaders
2 Years Ago
Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen
2 Years Ago
Update Facepunch.SymStore.exe
2 Years Ago
Update Facepunch.SymStore.exe
2 Years Ago
Revert "Fixed an issue with bind proxies change detection" This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1.
2 Years Ago
Added upgraded docking system
2 Years Ago
Show facets in asset browser https://files.facepunch.com/garry/ad56d755-b646-4e12-a854-f43e1b1cad49.png
2 Years Ago
Asset Browser handle spaces better https://files.facepunch.com/garry/0c89437d-84c0-439e-85e5-6fb5e5232f8b.png
2 Years Ago
Asset party type selector Move TagPicker to TagPicker files Fix NRE when hotloading after closing hammer TagEdit - updated asset browser & publisher https://files.facepunch.com/garry/cfb1e92e-6654-43c7-95ec-b587a7fe34b4.png
2 Years Ago
Diagnostic fixes Move Debug Overlay options
2 Years Ago
Compiler diagnostics
2 Years Ago
Add Sandbox.Utility.DisposeAction More startup time diagnostics Hotload diagnostics
2 Years Ago
Startup time diagnostics
2 Years Ago
Double click project row to open properties Package Settings page Use project settings window to configure asset packages Project publish wizard foundation Enforce/Signal package ident length to avoid silent fails Get rid of IWebProgress, add simple action callback instead New publisher works Delete old PublishWindow Merge fix Upload wizard fixes Clean up and make it all work for non single file projects Clear the package cache after successful upload so it'll be usable immediately Delete PackageSettings page, replace with button
2 Years Ago
Add ContextMenu which automatically deletes itself on close. Try to use this whenever popping up a one time context menu. Move Project Enabled context menu option to first position Return early in DrawTextBox if rect is invalid Sully the project list with stats and warnings
2 Years Ago
New package facets api replaces categories
2 Years Ago
Fixed text panels not updating when string changed
2 Years Ago
Clear background image if setting to a missing/invalid image Add Package.FindAsync (new api) replaces Package.Query Only compile runtime local addons if they need compiling Load runtime addon resources on activate (so sounds work etc) Add active property to button
2 Years Ago
We only need to rebuild the panel's box if yoga or our parent position changed Add checker for HasNewLayout Don't try to cache null packages Fix transitions causing recursive selector checks Speed up HasClasses Refactor Panel system so PreLayout only recurses when it really really needs to Only call FinalLayout if we need to https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png Fix backwards compatibility
2 Years Ago
Fix Panel.OnParametersSet getting called twice
2 Years Ago
Don't use localhost api - I knew I was gonna do this eventually
2 Years Ago
Switch to new find/get api endpoints
2 Years Ago
Less debug spam
2 Years Ago
Local packages untangled from remote packages Local packages now end in #local and are completely separate from remote packages. This means you don't have to disable your game project to test the published version. It also means your launch configs are now broken. To fix just go in the config for each one and set them back up. I've updated the Game list page to razor so we could have the local game tab.
2 Years Ago
Fix compiler not finding runtime game dll when compiling runtime addon Can get TypeDescription by fullname (namespace.typename) Runtime addons can define their primary class
2 Years Ago
Automatically rebuild the project page on hotload Disable debug spam Package.MountAsync can load the addon assembly too
2 Years Ago
Update tooltip text if tooltip text changes while visible
2 Years Ago
Don't let game code use ConsoleSystem.GetValue or SetValue to access engine convars
2 Years Ago
Update zio to latest
2 Years Ago
define _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS todo: look at whether we should update protobuf
2 Years Ago
Fix crash when shutting down during a level transition
2 Years Ago
Implement PhysicsShape.RemoveTag Only change datatable tags on the server (suspect this will fix https://sentry.io/share/issue/2446b124736f483ea51358d927983db6/
2 Years Ago
Fix crash when changing maps PerformanceTrace Physics World Step Add perf trace for EvaluatePose Add perf trace on trace + prediction
2 Years Ago
Fix crash when compiling material
2 Years Ago
Strip unused WorldGroupWorldInfo Fix worldgroup crash on server shutdown, see comment in CWorldGameSystem::LoadWorldGroupInfo
2 Years Ago
Fatter menu
2 Years Ago
Fix streamdeck popup
2 Years Ago
Just ignore GameCategory
2 Years Ago
Obsoleting GameCategoryTypes
2 Years Ago
Testing more performance metrics