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branchsbox/player-clientcancel

48 Commits over 0 Days - ∞cph!

4 Years Ago
Hammer: Add editortext helper Merge branch 'master' into player-client
4 Years Ago
PawnController.Pos to Position
4 Years Ago
Transform.Pos, .Rot now .Position, .Rotation
4 Years Ago
WorldPos, WorldRot, WorldScale => Position, Rotation, Scale
4 Years Ago
Controller/Animator renames Fixed EventSystem exception when no arguments Changed how Entity.Input is treated on the backend Fixed Input.ActiveChild
4 Years Ago
Move SimulateActiveChild to Player since it's a common useful thing
4 Years Ago
Disable debug Update BaseWeapon description, telling people they don't have to use it Fix prediction errors showing when cl_showerror is 0
4 Years Ago
CameraModifier works again Rename HasLocalPlayerOwner to IsLocalPawn Rename Entity.Client to Entity.GetClientOwner() Added To class for RPC and ConCommand sends https://files.facepunch.com/garry/0d8c7cc3-96de-4e79-9410-69abedca6741.png
4 Years Ago
Default RootPanel scale by screen height rather than screen width
4 Years Ago
Add Local.Hud (RootPanel) Rename Hud to HudEntity<T> (T = RootPanel)
4 Years Ago
Remove ICarriable
4 Years Ago
Viewmodel Fov setup
4 Years Ago
Added Entity.PostCameraSetup( ref CameraSetup setup )
4 Years Ago
Fixed Use not working
4 Years Ago
Merge fixes Bind F2 to devcam by default
4 Years Ago
Citizen V2 merge onto V1 Citizen V2: animgraph work, AO proxy data More puzzling animgraph shenanigans Removed colour from skin to allow for better tinting Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive Fixed unwelded vert in knee Implemented noclip in/out transition states Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats Working IK on the legs, animgraph updates, fixed look chains, etc. Updated trousers to fit new Citizen rig Updated longsleeve shirt to fit new Citizen rig Updated Tracksuit to fit new Citizen rig Updated Shorts to fit new Citizen rig Updated Labcoat to fit new Citizen rig Updated Jackets (hoodie and tuxedo) to fit new Citizen rig Updated HeavyJacket to fit new Citizen rig Updated Shoes to fit new Citizen rig Merge branch 'citizenv2' of sbox into citizenv2 Fidget idle test Add FindOrCreateProceduralMesh to IMeshSystem Move mesh stuff out of game glue and into mesh glue Whitelist Span Allow draw desc to draw non indexed if there's no index buffer Remove old voxel shader Add Vector3 indexer Add Entity.RenderDirty to mark rendering dirty Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers Bind render meshes Allow models to be created from meshes or VertexBuffer class Remove redundant element count from buffers SetData Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor" Fixed Hammer crashing when pressing CTRL+S without a map open Merge branch 'master' of sbox Updated Trainers to fit new Citizen rig Make C# map IO case insensitive, fixes trigger_hurt not being targetable Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door Updated Workboots to fit new Citizen rig Updated Hardhat to fit new Citizen rig Remove physics hull from hardhat (causing visibility issues) Updated Wooly hat to fir new Citizen rig Updated Beret to fit the new Citizen rig Updated Security Helmet (with and without strap) to fit new Citizen rig Added Entity.SpawnFlags.Add Reimplemented basic prop_door_rotating in C# Increased "tickrate" for trigger_hurt Workboots compile Updated Tophat to fit new Citizen rig Updated Cap to fit new Citizen rig Updated Woolyhatbobble to fit new Citizen rig Updated Leather cap (with and without badge) to fit new Citizen rig Updated Uniform hat to fit new Citizen rig Updated Service hat to fit new Citizen rig Updated femalebun to fit new Citizen rig Updated male hair 02 to fit new Citizen rig updated brick texture, added variation Refined AO capsules + individual finger ones Merge branch 'citizenv2' of sbox into citizenv2 Fixed func_shatterglass materials. Remade materials needed for func_shatterglass. Merge branch 'master' of sbox Updated N/NE/E/SE/S walks Fix "Animgraph flashing upon opening second file, epilepsy triggering #153" Add environment light entity so it can be changed from managed Label Angles edit box with P,Y,R instead of X,Y,Z Add Model GetAttachmentName and AttachmentCount Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52" Added tint mask to citizen_skin, removed mouth material More work on the walks Whitelist IEquatable and DefaultMemberAttribute Hammer: Fix align to grid plane not working properly Hammer: Fix "Align to Surface" Alt toggle not actually toggling Update ci.yml Update ci.yml Last try with this shit Slash fixes Don't try to create textures on server Another assert Update ci.yml Fix text rendering artifacts Added playerstart tint model for editor Added playerstart editor model that is neutral colour for tinting Merge branch 'master' of sbox reapplied tint mask Fix SkyAtmosphere, refactor base class Merge branch 'master' of sbox updated brick materials/ added blend variation Merge branch 'master' of sbox Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation. Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not Whitelist ReadOnlySpan Add the operators you'd expect on Vector4 Don't require baked lighting if the user builds with no lightmaps, removes annoying warning. Better exception messages for vertex and index buffer handles Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning) Jump & land animations + changed bindPose to have root_ik Z=0 Model.Create can optionally create a collision mesh Don't use doubles in Vector4 Fixed chest bodygroup name Merge branch 'citizenv2' Falling animation Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects) Merge branch 'master' of sbox Use Right for sidewards movements in StandardPlayerAnimator Fixed crouchwalk sidewards axis being reversed Set b_noclip in StandardPlayerAnimator AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs Merge branch 'master' of sbox Add common funcs to all joint builders Add motor funcs for SphericalJointBuilder Add IsValid and Remove funcs on all joints Fixed hand IK chains Applying temp solution for better arms aiming Disable joints motor mode by default Fix VertexBufferHandle.SetData Allow meshes to be created with different prim types Merge branch 'master' into player-client
4 Years Ago
Rename BasePlayer.cs to Player.cs Put PawnControllers in folder Delete IPlayerControllable.cs Cleaning
4 Years Ago
default v to +iv_voice, moved +iv_view to c Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties)
4 Years Ago
Fixed Client.All being empty (fixes chatbox etc)
4 Years Ago
Remove GameBase.Current, add Game.Current Killfeed works again
4 Years Ago
Create SpawnPoint.cs Added Game.MoveToSpawnpoint( Entity pawn )
4 Years Ago
BasePlayer.CreateHull Noclip works again Don't pass client around for purely clientside stuff like camera and input building Add Local.SteamId, Local.DisplayName
4 Years Ago
CNetworkQuantizedVector can get fucked
4 Years Ago
Only show managed prediction errors if cl_showerror > 0 Show origin prediction errors from all predicted entities Fix m_fFlags not being networked for all entities
4 Years Ago
Fixed ground entity not predicting on Entity Network BaseVelocity properly
4 Years Ago
BasePlayer.CreateHull()
4 Years Ago
Update ThirdPersonCamera.cs
4 Years Ago
Keep user input up to date each frame
4 Years Ago
Fix PawnController.UpdateFromController Added FrameSimulate
4 Years Ago
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
4 Years Ago
CamSetup has Viewer, ZNear, ZFar, Aspect
4 Years Ago
Add Entity.EyePos, Entity.EyeRot Controllers,Cameras use EyePos, EyeRot again
4 Years Ago
Trim more unused player stuff Stripping player eyeangles/eyepos stuff No need to add Pawn to Client.Pv - it's added automatically
4 Years Ago
Trimming unused Remove unused Remove unused
4 Years Ago
EventSystem supports arguments Fix HasLocalPlayerOwner lying Run buildinput event from Game:BuildInput Restore nametag functionality Deleted BaseCamera, kill works again, fixed ragdollcamera
4 Years Ago
Fixed health not being accessible clientside on non player entities
4 Years Ago
Moved Camera, CameraModifier to Addon Camera switching predicted properly, Camera.Activate/Deactivate called proper Fixed non networked [Predicted] variables thinking there were prediction errors
4 Years Ago
If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion
4 Years Ago
Removed BufferedActiveChild stuff Move PlayerAnimator and PlayerController to addons Setting Pawn also sets Owner Renamed OwnerEntity to Owner Add Entity.Input, Entity.Client
4 Years Ago
Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity Client.Local => Local.Client Delete IPlayerControllable, Add Entity.Simulate( Client cl ) PlayerAnimator, PlayerController works again
4 Years Ago
Rename Player.cs to Client.cs
4 Years Ago
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
4 Years Ago
Fixed changes SCSS files not being sent to clients Wheely bin prop Wheely bin prop, has mask for tinting and all lods Merge branch 'master' of sbox Merge branch 'master' into player-client
4 Years Ago
Remove FieldOfView from player, that was a mistake Add Client.Camera, cleanup
4 Years Ago
Delete IFrameUpdate, IClientUpdate Add viewpos to usercmd Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did
4 Years Ago
Addon code prep Fov and Pawn
4 Years Ago
Engine - rename Player to Client
4 Years Ago
InteropGen - put native classes in order, least baseclasses first