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5,121 Commits over 1,552 Days - 0.14cph!

4 Years Ago
Make default gamemode sbdm Build-Game does build instead of rebuild Latest tools
4 Years Ago
Added PhysicsGroup.Pos, .MassCenter Switch to SpectateRagdollCamera on killed
4 Years Ago
CodeGen: Fix RPC with no args BecomeRagdollOnClient is an RPC that is called on killed
4 Years 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
4 Years Ago
Added PhysicsBody.AngularVelocity Added Transform.TransformVector( localvec ) Set ragdoll bone velocity, angular velocity based on parent animation
4 Years 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
4 Years Ago
Enable fog entities that were ifdef'd out Create a UI render layer and call into managed from render thread
4 Years Ago
Exploring binding of IRenderContext
4 Years Ago
Added Entity.IsClientOnly Throw an exception if trying to delete an entity clientside and it's not a client only entity
4 Years 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
4 Years 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
4 Years Ago
Spaces to tabs
4 Years 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
4 Years 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
4 Years Ago
Add vphysics/rubikon to sbox_game
4 Years Ago
Added Transform.WorldToLocal, Transform.LocalToWorld entity.CopyBonesFrom( ent )
4 Years Ago
Added DebugOverlay.Skeleton SetBoneTransform also sets the physics object tx if the bone has one
4 Years 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
4 Years Ago
Bind GetWorldspaceBones, GetBoneParent, GetBoneName Draw bones in dev camera
4 Years 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
4 Years 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
4 Years 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
4 Years 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
4 Years Ago
Removing some more unused code
4 Years Ago
Fixed not overriding buttons properly
4 Years 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
4 Years Ago
Fixed infinite loop in Vector2 constructor Clear look input deltas if UI wants the mouse
4 Years Ago
Added Rotation.Angles() Pass ClientInput to Gamemode
4 Years 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
4 Years Ago
Noclip is now defined in managed https://files.facepunch.com/garry/58b93b13-1881-4008-b343-03e7e5f3d999.mp4 Merge branch 'master' of sbox
4 Years Ago
Fixed duck view offset
4 Years Ago
Increase model turn speed if ducked Fix WishVelocity calc testmap with duck jump tests Duck jumping Merge branch 'master' of sbox
4 Years Ago
Update testmap Ducking
4 Years Ago
Added DebugOverlay.ScreenText Fixed player getting stuck in corner
4 Years Ago
Moved 'kill' convar to managed
4 Years Ago
Added basic third person camera Toggle first/third camera with mouse2 Start on DebugCamera - switch to it using E
4 Years 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
4 Years 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
4 Years 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
4 Years Ago
Skip trying to download files if we're a listen server host
4 Years 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)
4 Years Ago
Clean/Document StandardPlayerAnimator
4 Years Ago
Moved Player.Tick, Respawn, OnKilled to BasePlayer Added Rotation.Difference Added Rotation.Angle() Added Rotation.Slerp Added Rotation.Clamp Added PlayerAnimator system
4 Years Ago
Added Entity.WorldToLocal( vec ) Made Player abstract, created BasePlayer in Sandbox.Base addon Output changed [Replicate] properties to the .codegen
4 Years Ago
Jump/Air anim
4 Years Ago
Added Rotation.LookAt 😅 Keep player model upright Don't SetLocalAngles in c_baseplayer
4 Years 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
4 Years Ago
Update AnimatingEntity.cs Set SUPPORTS_ANIM_GRAPH 1
4 Years 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
4 Years Ago
Don't get stuck in the ceiling Added TraceResult.SurfaceFriction CMoveData, IGameMovement no longer needed WalkController Clean