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19,202 Commits over 3,898 Days - 0.21cph!

1 Year Ago
Fix model not getting updated in ModelRenderer
1 Year Ago
Unit test fix Made everything else protected
1 Year Ago
Cleanup Make OnValidate protected FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor Update renamed to OnUpdate, made protected OnStart is protected
1 Year Ago
CallbackBatch deals with calling adding inside execute Make CallbackBatch awesomer
1 Year Ago
Fix missing player in volume fog scene Batch component callbacks nicer
1 Year Ago
Tweak ControlWidget creation so the value doesn't pop in a frame later
1 Year Ago
Tags show differently depending on whether they're inherited or not
1 Year Ago
Added OnTagsChanged, tags cascade to child objects
1 Year Ago
DecalRenderer component assumes we're using the new decal shader, has some settings Add decal test scenne Add some simple decals Add decal prefab
1 Year Ago
Simpler decal shader Add SceneObject.Flags.NeedsEnvironmentMap
1 Year Ago
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
1 Year Ago
Clean up ActionControlWidget
1 Year Ago
Quick and dirty loading screen when downloading game menu
1 Year Ago
Remove all these test particles from triggers scane
1 Year Ago
Custom particles (#80)
1 Year Ago
Namespace cleanup
1 Year Ago
Fix SpriteRenderer component
1 Year Ago
Add some common particle shapes
1 Year Ago
ComponentSheet group styles
1 Year Ago
Add Menu.AddOption Get bool state from BoolControlWidget
1 Year Ago
Add particles to create menu Optimize querying ParticleFloat/ParticleGradient
1 Year Ago
Fix rebuilding shapes every update :S
1 Year Ago
Prefabs work as they should Collision indicator has partcles Fix scene thumbnails not generating properly Fix collider warning (because it expects to be initialized before children) Fix triggers invalid json
1 Year Ago
Rename particle scene to Source Particles to avoid confusion
1 Year Ago
Particle prewarm, controllers, and opaque mode
1 Year Ago
Add ParticleGradient
1 Year Ago
Motion blur test scene
1 Year Ago
Add descriptions for particle scenes Make particle sequence time multi-component, so we can have direct set and/or time scale
1 Year Ago
ComponentSheet groups are nicer, folding Particle CollisionIgnore works Particle SheetSequence group Shader uses new helper classes
1 Year Ago
Add Sheet class for shaders Add Depth class Add Fog api Helpers
1 Year Ago
Send TcpChannel in a thread, so it doesn't lock up the unit tests Add Widget.UpdatesEnabled - which to be honest is fucking useless but it's there for completeness
1 Year Ago
Material::Init fully initialized material
1 Year Ago
r_dynamic_reflections 1 by default
1 Year Ago
Fix editor scene time Compile fix Fixed sprite shader fog
1 Year Ago
Add Connection.SendMessage
1 Year Ago
Nicer Task handling for GameObject/Component
1 Year Ago
Allow creating a TaskSource Fix warning
1 Year Ago
Can debug draw Scene.PhysicsWorld with physics_debug_draw Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Tracked pose component has "Use Relative Transform" property Expose render/exclude tags to CameraComponent VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff Fix Collider component not cleaning up its OnTagsChanged event Add GameObject.GetOrAddComponent<T> (#78) * Add GetOrAddComponent<T> * Behave more like EntityComponentSystem.GetOrCreate GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD Merge branch 'main' into custom-particles
1 Year Ago
GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD
1 Year Ago
Update to latest api changes
1 Year Ago
Rename NetworkChannel to Connection Move GameNetworkSystem.Local to Connection.Local Don't special case MemoryPack in AC
1 Year Ago
Add Network.AssignOwnership Don't try to do NetworkUpdate if no network Added Network.Spawn( channel ) Changed RenderOverlay to IRenderOverlay Add INetworkListener Print joins and leaves in chat Host creates the player object, rather than having player create their own Update for IRenderOverlay Call SceneNetworkSystem.OnChangingScene when loading a scene
1 Year Ago
NetworkChannel has SteamId and DisplayName Network OnJoined event, which is called for local player too
1 Year Ago
Add GameNetworkSystem.OnChangingScene
1 Year Ago
Refresh the lobby list We don't need this scene now
1 Year Ago
Update default send rates Don't try to delete panels more than once More useful warning if SendMessageToUser is false
1 Year Ago
NRE diagnostics in OnIntersection Add Widget.SetContentHash
1 Year Ago
Redraw network status on change
1 Year Ago
Disconnect from server when leaving scene
1 Year Ago
Don't delete all network objects on disconnect if Id is empty