19,244 Commits over 3,898 Days - 0.21cph!
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
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
Fix 'IsLowVoilence' Typo
Merge pull request #502 from benbristow/fix-violence-typo
Fix 'IsLowVoilence' Typo
Skip trying to download files if we're a listen server host
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)
Clean/Document StandardPlayerAnimator
Moved Player.Tick, Respawn, OnKilled to BasePlayer
Added Rotation.Difference
Added Rotation.Angle()
Added Rotation.Slerp
Added Rotation.Clamp
Added PlayerAnimator system
Added Entity.WorldToLocal( vec )
Made Player abstract, created BasePlayer in Sandbox.Base addon
Output changed [Replicate] properties to the .codegen
Added Rotation.LookAt 😅
Keep player model upright
Don't SetLocalAngles in c_baseplayer
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
Update AnimatingEntity.cs
Set SUPPORTS_ANIM_GRAPH 1
Run/Walk keys work
Rename PlayerController.Run to PlayerController.Tick (avoid ambiguity)
Add animationsystem to sbox_game
Fix crash in CGroundIKSolveInstanceData
Citizen animgraph start
Don't get stuck in the ceiling
Added TraceResult.SurfaceFriction
CMoveData, IGameMovement no longer needed
WalkController Clean
Removed AirAccelerate, Accelerate can do it
tweak model sizes/physics
testmap update
Merge branch 'master' of sbox
Added ModelEntity.ViewOffset
PlayerController can set the ViewOffset
Don't try to rotate skeleton if it has no bones
Gravity property
TestMap update
Trace can take mins/maxs
Real player body size
Switch DebugOverlay to use ISceneViewDebugOverlays directly
UserInput has Pressed( button) and Released( button )
Walk Controller ported (missing swim and ladder)
Bound DebugOverlay (partially)
Adding GroundEntity, BaseVelocity to PlayerController
Update WalkController.cs
Bind GroundEntity, BaseVelocity
Deathmatch gamemode base
Walk move foundation
Fixed ProjectGen not finding dependancy projects if caps different
Fixed ProjectGen not loading .addon config properly
List gamemodes on menu (temporary development shit)
Dependancy resolution can be simpler now
Dropped .code (compiler config)
.addon config contains dependancy info
Initializing addon code doesn't mark for compile
For now, client mounts all addons when joining a server
Addon directly sets compiler dependancies
FileSystem.ReadJson - allow comments, ignore case, allow trailing commas
AddonConfig contains Gamemode definitions
Use Gamemode Name from ConVar
Player networks their own name
Removed playerresource
Don't set up physics by default on all ModelEntitys
Fixed button definitions not matching engine
SoundEvent can define volume (temporary)
Update FlyingController.cs
Fix import rotation crashing with bones
Added import fbx rotation
Rotate a couple of models to test
Minimal soundstacks
Add custom "general" soundstack
▉▆▋█ ▊▆▇ ▊▇▆▅▄▅ ▄▊▋ ▋▆▅▋ ▉▋▍▄▍▋ █▆▆▇▄▅▊▅
▄▍▄▆▆▇ ▍▅▅▍▇▇█▉▍▅▇▊▅.█▇
▉▋▊▌▅ ▉▊▍▉▊▌ '▆▄▉█▋▊' ▅▇ ▋▌▆
Adding modeldoc to sbox_game
Avoid crashing when reading fbx skin weights
citizen clothes
Added soundsystem to sbox_game
Clothes compile
Fix resource compile crash when sound event doesn't exist
Disabled Content codegen - needs some more thought
Cable compiles
Don't load hlvr soundstack
Create preview_flat.vpk
Change default sound event type to core_simple_3d (until we have our own)
re-export broom with updated exporter
Citizen prop exports
Compiled models
Updated unity export scripts
Merge branch 'master' of sbox
Different menu transparency if in game
Menu knows if it's in game or not, shows disconnect button
Cleaned up all the Valve logos
Handle rcon socket bind failure more graciously
Refactored assembly loading to hotload in groups - which solves the problem of changing base types
Merge branch 'master' of sbox
Reduce compilation timing spam
Cable compile
Don't add _bakeresourcecache, tools_*.bin to AssetList
Derive player from AnimatingEntity
Add -PC to shader compiles
Fixed invalid panels in PanelsToDeleteAfterTransitions
Ignore sendtables.bin
Merge branch 'master' of sbox
Mount addons when joining server (temporary)
Reduce file send buffer size
Reset player velocity on respawn
Record LastAttacker/LastAttackerWeapon (we can do better than this, but it'll do for now)
Don't cache player name, review this later
Highlight local player in killfeed
Merge branch 'master' of sbox
Fixed infinite loop in MainThreadContext
Addons use content folder instead of data
Move our addons data/ contents to content/
Bigger buffer size for CRC'ing
Switching our SynchronizationContext to use a Channel instead of a List
CreateDirectory: ignore empty strings
GetCRC return 0 on file missing instead of exception
FileRecv handle files in the root propertly
Don't download files from the server if we already have them