userLaylacancel
5 Months Ago
cache gl texture, sampler and active program state
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5 Months Ago
global uniform buffer class
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5 Months Ago
try using uniform buffers for global shader uniforms
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5 Months Ago
temp static model texturing
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5 Months Ago
allow drawing of a models lods, meshes and submeshes with a single buffer
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5 Months Ago
fix lod parsing
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5 Months Ago
fbx manager instance. parse lod from fbx node name
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5 Months Ago
Update README.md
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5 Months Ago
try and make use of index buffers when importing fbx
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5 Months Ago
more fbx loading
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5 Months Ago
start fbx static model loader
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5 Months Ago
fbxsdk
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5 Months Ago
Show team nametag indicators if the player recording the demo was in a team at the time (needs testing)
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5 Months Ago
Allow player nametags to be visible in demos. By default nametags are turned off when playing demo.
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5 Months Ago
Deselect demo item when sorting
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5 Months Ago
Merge from main Fix camera guide color convar not using Color32 Add refresh button to demo browser Add confirmation popup when deleting demo from browser Convar to enable/disable 'lookat' mode when using debugcamera_unfreeze
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5 Months Ago
Merge from cinematic_branch (demo file writing changes)
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5 Months Ago
Update debug camera from cinematic branch
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5 Months Ago
print MessageType::EntityPosition
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5 Months Ago
try print entity classname from proto
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5 Months Ago
parse entity packet
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5 Months Ago
read demo packet ids
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5 Months Ago
try reading demo header
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5 Months Ago
protobuf
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5 Months Ago
Add GameNetworkingSockets
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5 Months Ago
Add demo delete confirmation UI prefab
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5 Months Ago
Add player lookat mode for debug camera Add log for switching target bone for Paddy
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5 Months Ago
Refactor demo file writing so that post record data can be saved in header
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5 Months Ago
Up demo version to 2 to add length of demo to the end of file
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5 Months Ago
Stop demo after reading it to list in browser to avoid file sharing violation
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5 Months Ago
Update demo browser theme as requested
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5 Months Ago
Simplify aspect ratio camera guide convar as requested
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5 Months Ago
Add debug camera convar for following bone rotation (for shots where camera is mounted to a gun for example)
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5 Months Ago
Fix debug camera bone cycling on player models
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5 Months Ago
Allow debug camera to target self player model
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5 Months Ago
Reset cam bone when switching target entity Tab sets cam bone to first bone when there's no current cam bone
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5 Months Ago
Split debug camera movement and input so movement still updates while menu is open
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5 Months Ago
Check if demo button should be active on menu awake
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5 Months Ago
Fix sorted demo list not updating when deleting demo
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5 Months Ago
Only show demo browser button if user has demo files, as requested
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5 Months Ago
Change camera parent key from LEFT MOUSE to F WASD movement with debug camera while orbiting offsets camera SHIFT + R key combination to reset orbit offset position
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5 Months Ago
demo.browser convar (don't mess with main menu for a feature only a few people will use)
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5 Months Ago
Functional sort buttons on demo browser (sort by name, date, length)
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5 Months Ago
Open demo browser as popup on right hand side menu
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5 Months Ago
Convar for custom ratio guide (eg. "2.35:1" or "4:3" etc)
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5 Months Ago
Rust colors
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5 Months Ago
add RobotoCondensed font
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5 Months Ago
Change icon
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5 Months Ago
Compile errors
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5 Months Ago
Codebase to get us up and running
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5 Months Ago
Initial commit
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5 Months Ago
TAB key to cycle between the different bones of the target entity
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5 Months Ago
convar for camera guide color
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5 Months Ago
Camera framing guide overlay and commands to toggle (rule of thirds, golden ratio, crosshair)
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5 Months Ago
▆▇▌▌▉▆ ▆▅ ▄▆▍ ▌▄▌█▉ ▍▆▆▄
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5 Months Ago
Demo browser
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6 Months Ago
Orbit target entity mode for debug camera
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6 Months Ago
Camera shake commands [amplitude, frequency, duration]
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6 Months Ago
Set debug camera fov/zoom length to value (debugcamera_fov <value>)
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6 Months Ago
Fix camera lerp bounce issue at lower values. Convar to enable/disable camera lerp 'locomotion'
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8 Months Ago
Bundle up entity transforms into a single message every tick instead of a message per entity Move entity movement replication to BaseWorldEntity, BaseEntity is non visual so shouldn't need this. Remove scale from movement replication as scale changes happen less frequently. Add entity movement update rate, defaults to 60, included in movement packet for interp Use bitflags to pack entity movement packet with components of transform that changed from previous packet Replicate entity relative transform if it has a parent Save entity relative transform as properties so they can be used when first replicating the entity to client Save entity parent netid directly instead of using properties (this is because public attachment functions are authority only) Add SourceExport addon. Get SourceImport addon working again. Fix NRE in ModelJsonConverter when model path is null or empty Fix up shadows on dynamic lights on source maps Skip entity spawn and destroy messages if there's no other client connected except for the host, saves an unnecessary entity serialize Add incorrect protocol disconnect reason code Add auth fail discconnect reason code Only send entity parent netid if it changes, use attach flag if it changes to non zero, use detach flag otherwise Send entity position and rotation if parent changes, just to make sure everything is synced Don't write any movement data to packet if entity has no movement flags for the movement tick SourceImport fixes to allow bsp conversion to our own format Reflection based lump reader for new map format Write map data to lumps Write lumps to map file Some Arcade gamemode fixups Basic loader for new map format Add lightmaps to map format Save displacements as mesh in new map format Add uint color to map vertex structure (displacement needs alpha to blend) Save lightmap data and try loading it from new format Create shadowmap from lightmap Save the unencoded lightmap data, slightly longer to load but less data to save and keeps the format unrelated to unreal Save ambient light samples to map format Save bounds in map model structure. Load light volume from ambient light samples. Gather vertices for convex collisions
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11 Months Ago
Allow wheels to be removed by removing their prop, handles destroying of constraint
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11 Months Ago
Try broadcasting entity transform each tick if ReplicateMovement is enabled Broadcast entity attachment if it has a parent Add entity relative scale Get sandbox gamemode compiling again, remove NetTest gamemode Fix toolgun click effect on listen server Add OnChange callback back to replicated vars (only when a var is recvd) Fix sandbox particle emitters not activating on spawn Replicate movement for all sandbox entities Remove attachment replication for now, needs to be designed better Add material list property for static model entity so that spawned models replicate initial material overrides Fix hitscan tool secondary fire not working when firing on client Remove base entity parent property for now, stalls client networking for some reason Only add model material path if it's valid Fix balloon pop effect not playing on listen server Call multicast rpc directly if we have authority Don't send multicast net message or netvar message to host Never send message to host when sending messages to all clients, should never need to do this Close all connections when shutting down server so client doesn't have to wait until a timeout Add disconnect reason 1004 for server shutdown Disconnect from current server before joining a new one with connect command Running connect command while connected just disconnects from current server for now to save some headache Use Trace instead of Info to clean up some spam logging from networking Add ViewAngles to IHasTools so physgun can use it for rotation Fix particle emitter name not being replicated and activated Fix model entity materials property not being generated when addons have their own properties Damage entities with hitscan right click explosion Custom collision responses for camera entity (ignore player) Right click for tracking camera. Only allow one camera spawn per player. Interp entity movement on remote entities Enable movement replication for sandbox entities
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12 Months Ago
Add optional collision bounds checking to human player
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12 Months Ago
Fix human spawn offset and eye offset. Fix uncrouch detection. Lerp view offset when crouching/uncrouching
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12 Months Ago
Fix read/write of blacklist and whitelist json user data
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12 Months Ago
Drop client if they fail handshake or auth Clamp penetration adjustment. Use box collider instead of capsule collider, capsules suck when resolving penetration for some reason. Disconnect and return to menu when cancelling on connecting screen Update Facepunch.Steamworks to get reason code and reason string OnDisconnected Always pass 0 reason code when closing connections, allows us to use customized debug reasons Use reason code 1001 for kicked from server messages Use reason code 1002 for ban messages Allow gamemodes to validate users before their connection is accepted. Can be dropped if blacklisted or not on a whitelist Use reason code 1003 for not whitelisted Add Global.EnableWhitelist, if it's disabled, use blacklist. Implement whitelisting and blacklisting from json saved in User Data. This is the default implementation for BaseGamemode, other gamemodes are free to override it Add gamemode callback for adding user to blacklist Save blacklist entry to json file when added Remove ban length from console command, isn't used yet
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12 Months Ago
Bail out of Steam_OnAuthChange if response is not OK
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12 Months Ago
Add C2S_ChangeUsername
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12 Months Ago
Add IGamemode.ValidateUsername to allow gamemodes to validate and change username before it's assigned
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12 Months Ago
Send net protocol version in handshake packet so we can reject out of date clients
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12 Months Ago
Rename C2S_SteamTicket to C2S_Handshake now that the message contains desired username as well as the ticket data
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12 Months Ago
Remove UnrealUtil, no longer needed Ensure every class under UnrealEngine namespace is internal
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12 Months Ago
Allow client to bypass steam auth if client with same steamid is already connected
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12 Months Ago
Update Facepunch.Steamworks
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12 Months Ago
Send username with the auth ticket to server
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12 Months Ago
Hopefully fix server sending wrong entity netid to destroy
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12 Months Ago
Don't call SteamClient.SteamId on server either
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12 Months Ago
Don't call SteamClient.Name on server :/
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12 Months Ago
fuck it, don't auth clients, see if that works
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12 Months Ago
Try installing SteamUser events on server
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12 Months Ago
comment out SteamNetworkingSockets.InstallEvents(true);
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12 Months Ago
init steam client on dedicated
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12 Months Ago
Revert "Revert "Fixed server not being listed on master server"" This reverts commit ac8983ee949501dec4a241e3494a57fa7cc61de3.
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12 Months Ago
Revert "Fixed server not being listed on master server" This reverts commit c69b817d62fe90e17e748e190d055b7ee511ff20.
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12 Months Ago
Try again
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12 Months Ago
Revert "Update Facepunch.Steamworks" This reverts commit 84c41430fb5b3d02b0aec082436df98ff971e331.
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12 Months Ago
Update Facepunch.Steamworks
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12 Months Ago
Ignore add block broadcast on server (so listen server doesn't add twice)
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12 Months Ago
Add voxel block on server before broadcasting it
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12 Months Ago
Fix incorrect client count in client info message
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12 Months Ago
Don't wait until next frame to start server on dedicated, this is only needed when running listen server
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12 Months Ago
don't bother waiting for assets and gamemode to load on dedicated server, this is just for loading screens
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12 Months Ago
Create gamemode entity after starting game on dedicated server
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12 Months Ago
Try calling SteamClient.Init on dedicated server (probably fixed in later Facepunch.Steamworks update though)
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12 Months Ago
Refresh addons before starting game on dedicated server, hopefully fixes gamemodes not being found
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12 Months Ago
Replicate entity model with replicate attribute instead of RPC Remove functions to get assets from native, no longer used
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12 Months Ago
Remove all unreal replication and interp code from base world entity and controllable entity Remove remaining unreal networking code Try to replicate static model entity's model import settings in managed instead of native Fix human player to work with new networking, use human player for block builder gamemode Add missing radius getter to sphere entity Don't send destroy entity message for non replicated entity Send destroy entity message after destroy events, gives entities chance to send any last messages Add IsRegistered to BaseNetworkable, this allows generated rpc and netvar code to bail if entity hasn't spawned yet Add naked version of citizen player model to cut down on load times when clothing isn't necessary Add velocity and flags to server move RPC, allows human player to sync animation with movement velocity and movement state
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12 Months Ago
Move InterpolationHelper to C# Try to interp flying player movement Lerp view angles properly Move player movement replication and interpolation to BasePlayer. DefaultPlayer (basic flying player) uses client side movement replication by default.
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1 Years Ago
Only log non zero netid Zero out entity data offset if length is zero
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