userGarry Newmancancel

18,308 Commits over 3,714 Days - 0.21cph!

3 Years Ago
Screenshots save as jpg by default, in game/screenshots/ Bind F5 to screenshot by default
3 Years Ago
Ignore screenshots folder
3 Years Ago
Rust semi pistol Pistol hold anims Pistol Holdtype Gun shooting setup Muzzleflash setup Allow particle systems to attach to ModelEntity attachments Allow set int params on animator Temporary holdtype switch test Merge branch 'master' of sbox
3 Years Ago
Added IInventoryEntity Merge branch 'master' of sbox
3 Years Ago
Update .editorconfig Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
3 Years Ago
Don't allow setting self as parent If we have a parent, copy its ShuldDraw() Added Entity.EnableIgnoreParentShouldDraw (todo name better) When updating visibility, also update child visibility Merge branch 'master' of sbox
3 Years Ago
If any of the compilers failed to compile, don't load any of them Merge branch 'master' of sbox
3 Years Ago
Added Entity.Owner
3 Years Ago
SetParent with no transform overload Added PhysicsBody.EnableTouch Rename Entity.Follow to Entity.Hierarchy Added Entity.ActiveChild Added Entity.EnableTouch even though in my tests it does nothing Fix possible NRE in Hotload Fix DebugOverlay.Box depth test wrong way around Added Entity.WorldRot Ball Gun Mockup
3 Years Ago
Added Entity.EnableShadowCasting, EnableShadowReceive Renamed DrawingEnabled to EnableDrawing Renamed CollisionsEnabled to EnableAllCollisions Call DispatchUpdateTransmitState when changing Entity.Transmit Drop the balls with E (unparent test)
3 Years Ago
Added Entity.ResetInterpolation()
3 Years Ago
Added Entity.Parent ResetInterp when parent changes Added Entity.WorldPos Added Entity.PhysicsClear() Added "hat" attachment Stick balls on your head Merge branch 'master' of sbox
3 Years Ago
Added Entity.FollowedEntity Merge branch 'master' of sbox Interop: Added StringToken type Added BaseEntity.SetParent overload which takes a straight up CTransform instead of a pointer Entity.FollowEntity just calls SetParent String Token return 0 if null Merge branch 'master' of sbox
3 Years Ago
Added Entity.IsWorld DevCamera zoom Delete on touch Merge branch 'master' of sbox
3 Years Ago
Expose Entity.MoveType Set setting Pos on entity, move its physics too Added Entity.StartTouch, Touch, EndTouch callbacks Added PhysicsBody.Pos Beachball prop fixes so it works like a prop Touch tests
3 Years Ago
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
3 Years Ago
Ignore accesslist.txt
3 Years Ago
Delete build debris Update build order to build managed and run InteropGen first Ignore build debris
3 Years Ago
Bind g_pNetworkClientService Fixed console commands from console or ui not forwarding to server
3 Years Ago
Added debug controls Merge branch 'master' of sbox
3 Years Ago
Added CollisionProperty.GetCollisionBounds() Player Physics Hull to c#
3 Years Ago
Limit total ragdoll count, delete oldest
3 Years Ago
CollisionGroup get/set Added ModelEntity.GetModelName()
3 Years Ago
Make default gamemode sbdm Build-Game does build instead of rebuild Latest tools
3 Years Ago
Added PhysicsGroup.Pos, .MassCenter Switch to SpectateRagdollCamera on killed
3 Years Ago
CodeGen: Fix RPC with no args BecomeRagdollOnClient is an RPC that is called on killed
3 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
3 Years Ago
Added PhysicsBody.AngularVelocity Added Transform.TransformVector( localvec ) Set ragdoll bone velocity, angular velocity based on parent animation
3 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
3 Years Ago
Enable fog entities that were ifdef'd out Create a UI render layer and call into managed from render thread
3 Years Ago
Exploring binding of IRenderContext
3 Years Ago
Added Entity.IsClientOnly Throw an exception if trying to delete an entity clientside and it's not a client only entity
3 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
3 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
3 Years Ago
Spaces to tabs
3 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
3 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
3 Years Ago
Add vphysics/rubikon to sbox_game
3 Years Ago
Added Transform.WorldToLocal, Transform.LocalToWorld entity.CopyBonesFrom( ent )
3 Years Ago
Added DebugOverlay.Skeleton SetBoneTransform also sets the physics object tx if the bone has one
3 Years Ago
SuspendDownloads added to public API Merge pull request #504 from DeKon0650/add-suspend-downloads SuspendDownloads added to public API
3 Years Ago
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3 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
3 Years Ago
Bind GetWorldspaceBones, GetBoneParent, GetBoneName Draw bones in dev camera
3 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
3 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
3 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
3 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
3 Years Ago
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3 Years Ago
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