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19,235 Commits over 3,898 Days - 0.21cph!

4 Years Ago
Codegen for NetworkVariable, working with hotloading Cleaner, safer Prediction fixes, network lists
4 Years Ago
Delete the client's pawn on disconnect
4 Years Ago
Fix transforms again
4 Years Ago
Sea fix
4 Years Ago
Experiments
4 Years Ago
Fix AuthorityCheck Merge branch 'master' of sbox
4 Years Ago
Do half aiming when no weapon
4 Years Ago
Set aimat_pos so player model aims
4 Years Ago
Speed up .HasAttribute Send Managed Class Ident as part of the entity serialization rather than as a datatable var Merge branch 'master' of sbox
4 Years Ago
Fixed tool being recreated every tick
4 Years Ago
Whitelist System.Text.StringBuilder Whitelist System.Decimal Whitelist SwitchExpressionException Whitelist TupleElementNamesAttribute
4 Years Ago
Whitelist range/index syntax stuff
4 Years Ago
Added BaseFileSystem.ReadAllBytes, ReadAllBytesAsync
4 Years Ago
Fixed possible overflow when allocating string for native Throw exception if trying to update disposed texture Fixed build input not being called on ActiveChild Add restrictions to NetList, NetRead
4 Years Ago
Made FindActiveCamera return an ICamera instead of a Camera
4 Years Ago
Update to 6.0.0-preview.3.21201.4 Fixed internal warnings Client RPCs are run in a nicer place (this might fix entities becoming offset on the client)
4 Years Ago
Debug Cleanup
4 Years Ago
Fixed citizen hitbox surface type Remove unused Still network ModelEntities,even if rendering is turned off
4 Years Ago
Fixed Transform being fucked up because I'm a clumsy idiot
4 Years Ago
Add Player.OnActiveChildChanged
4 Years Ago
Make citizen material surface property flesh Didn't mean to leave this in
4 Years Ago
TransmitType.Culled renamed to TransmitType.Pvs Update managed parent information on entity created clientside Always network if an entity we own is the owner Make sure we can carry the entity before adding it to inventory
4 Years Ago
Don't change PhysicsSubSteps !
4 Years Ago
Tweak how PhysicsTime is calculated Merge branch 'master' of sbox
4 Years Ago
Convert to Pawn system
4 Years Ago
Whitelist System.Private.CoreLib/System.ObsoleteAttribute
4 Years Ago
InteropGen - put native classes in order, least baseclasses first Engine - rename Player to Client Addon code prep Fov and Pawn 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 Remove FieldOfView from player, that was a mistake Add Client.Camera, cleanup Merge branch 'master' into player-client UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate Rename Player.cs to Client.cs 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 Removed BufferedActiveChild stuff Move PlayerAnimator and PlayerController to addons Setting Pawn also sets Owner Renamed OwnerEntity to Owner Add Entity.Input, Entity.Client 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 Moved Camera, CameraModifier to Addon Camera switching predicted properly, Camera.Activate/Deactivate called proper Fixed non networked [Predicted] variables thinking there were prediction errors Fixed health not being accessible clientside on non player entities EventSystem supports arguments Fix HasLocalPlayerOwner lying Run buildinput event from Game:BuildInput Restore nametag functionality Deleted BaseCamera, kill works again, fixed ragdollcamera Trimming unused Remove unused Remove unused Trim more unused player stuff Stripping player eyeangles/eyepos stuff No need to add Pawn to Client.Pv - it's added automatically Add Entity.EyePos, Entity.EyeRot Controllers,Cameras use EyePos, EyeRot again CamSetup has Viewer, ZNear, ZFar, Aspect Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition Fix PawnController.UpdateFromController Added FrameSimulate Keep user input up to date each frame Update ThirdPersonCamera.cs BasePlayer.CreateHull() Fixed ground entity not predicting on Entity Network BaseVelocity properly 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 CNetworkQuantizedVector can get fucked BasePlayer.CreateHull Noclip works again Don't pass client around for purely clientside stuff like camera and input building Add Local.SteamId, Local.DisplayName Create SpawnPoint.cs Added Game.MoveToSpawnpoint( Entity pawn ) Remove GameBase.Current, add Game.Current Killfeed works again Fixed Client.All being empty (fixes chatbox etc) 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) Rename BasePlayer.cs to Player.cs Put PawnControllers in folder Delete IPlayerControllable.cs Cleaning Merge branch 'master' into player-client Merge fixes Bind F2 to devcam by default Fixed Use not working Added Entity.PostCameraSetup( ref CameraSetup setup ) Viewmodel Fov setup Remove ICarriable Add Local.Hud (RootPanel) Rename Hud to HudEntity<T> (T = RootPanel) Default RootPanel scale by screen height rather than screen width 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 Disable debug Update BaseWeapon description, telling people they don't have to use it Fix prediction errors showing when cl_showerror is 0 Move SimulateActiveChild to Player since it's a common useful thing Controller/Animator renames Fixed EventSystem exception when no arguments Changed how Entity.Input is treated on the backend Fixed Input.ActiveChild WorldPos, WorldRot, WorldScale => Position, Rotation, Scale Transform.Pos, .Rot now .Position, .Rotation PawnController.Pos to Position Merge branch 'master' into player-client https://docs.google.com/document/d/1LKmPYTqT3tmxmf0alSGvuoCZw26AnZ7zHibuao4cd54 Player client
4 Years Ago
Hammer: Add editortext helper Merge branch 'master' into player-client
4 Years Ago
Player Pawn fixes Position Refactor
4 Years Ago
Position refector
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
Update layout Player Pawn refactor TickPlayerAnimator -> SimulateAnimator
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