userLaylacancel
repoSandboxGamecancel
1 Years Ago
Fix client to server RPC breaking due to prediction trying to access ClientId from unreal
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1 Years Ago
ent.ClassName falls back on type full name when attribute has no name Add ent.NativeClassName so I can see what bullshit unreal is spawning
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1 Years Ago
Add ent_list command
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1 Years Ago
Destroy current gamemode when making a new one (wont need this when we have world cleanup)
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1 Years Ago
Tell gamemode when a client joins/leaves
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1 Years Ago
Make sure socket async stops on close
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1 Years Ago
Close client socket when going back to main menu or ending game Close server socket on shutdown
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1 Years Ago
Create gamemode and init new menu system on server info. Destroy previous menu system when initializing a new one (we don't have world tear down to handle this yet)
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1 Years Ago
Don't auto connect to local server when running as dedicated server Get rid of dedicatedserver and menusystem internal unreal maps, only empty bootstrap map is needed now
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1 Years Ago
Manager.StartGame determines game state based on main menu argument and Global.IsDedicatedServer instead of using internal unreal map names
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1 Years Ago
Don't attempt connection to a socket if it already exists, null out socket on disconnect
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1 Years Ago
HandleNetworkFailure not dependant on unreal Game.JoinServer connects directly to server instead of unreal client travel Create server socket with port from Global.Port. Make sure to connect using server port when connecting to your own listen server.
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1 Years Ago
Bail starting new game if game server is already initialized Shut down game server when going back to main menu or ending game
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1 Years Ago
Send server info to client on successful steam auth Remove required gamemode, unused and sucks Init game server when starting new game instead of using unreal server travel. Create new client without unreal player controller bullshit after steam auth.
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1 Years Ago
Insert IsServer check before sending var across network (vars can only be replicated from server to client)
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1 Years Ago
Add empty gamemode specifically for testing new networking
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1 Years Ago
Support owner only netvars
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1 Years Ago
Send netvars through steam sockets instead of unreal sockets (message per var change until we bunch them up)
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1 Years Ago
Add auth ticket message type. Client sends auth ticket message on initial connection, server uses it to begin auth session.
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1 Years Ago
Server->Client RPC sends to connection that owns the entity
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1 Years Ago
Get client from net identity to handle client to server RPC
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1 Years Ago
Send RPC's through steam networking sockets Prepend rpc type to rpc data as a byte so steam sockets know what type of message it is, ignore it when recvd on unreal socket Handle Client->Server RPC through steam sockets
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1 Years Ago
Update Facepunch.Steamworks to 2.0. Remove ENet. Create steam networking socket and try to connect to it Only accept connections if they've been authed
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1 Years Ago
Add ragdoll and playermodel collision responses
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1 Years Ago
Allow entities to set their own collision object type and collision responses to channels instead of using internal collision profiles so that profiles can be configured on the managed side Allow entities to set collision mode (none, query, physics, both) instead of just enabled or disabled Remove collision profile param from sweep shape functions Add collision responses object (probably need a better name) Allow entities to set collision channel responses from responses object Add constructor to set all channel collision responses Add static collision responses default objects (block all, ignore all, overlap all) Fix entities not setting collision responses object internally Fix internal collision response object not being created
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1 Years Ago
Save terrain to user data (r16 for heightmap, png for weightmaps) Fix terrain saving weightmaps incorrect size Fix new terrain weightmap loading from incorrect image size Load all weightmaps from saved user data Load terrain heightmap from r16 file Check heightmap file exists before loading it
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1 Years Ago
Generate and update terrain weightmap mips
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1 Years Ago
Normalize weightmap layers when creating new terrain
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1 Years Ago
Support up to 4 weightmap layers on terrain Add single internal function to create terrain of any size with optional heightmap and weightmap data pointers Bail out of creating new terrain if it already has been created, it's better to just create a new entity than to clean up the existing one Initialize weightmaps on new terrain using weightmap data if it exists, otherwise default to 255 on first layer, 0 on the rest Pass heightmap and weightmap data from managed to native. Ensure data arrays match terrain size Test loading weightmap data from png
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1 Years Ago
Fix super weird compiler bug (I think)
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1 Years Ago
Fix build errors in standalone
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1 Years Ago
Initial terrain editor and support for multiple material blending on terrain by using weightmaps Fix terrain creation using incorrect number of verts Merge branch 'master' of github.com:Facepunch/SandboxGame Add function to edit terrain weightmaps at runtime. Add temp terrain tool to test painting. Merge branch 'master' of github.com:Facepunch/SandboxGame Add function to get terrain weightmap data from a region of a layer Unlock weightmap mip data once finished reading from it Fix weightmap sampling Use dev dirt/grass material blend to test terrain painting
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1 Years Ago
Add map info database. Asset database uses dictionary so that hotload reloads the asset info file and not the path it points to. Merge branch 'master' of github.com:Facepunch/SandboxGame Update asset database when file with the correct extension is added or removed Populate map list from map asset database Add accessor to addons requires list. Check map info requires list against gamemodes addon requires list before showing it in list
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1 Years Ago
LookAt and ModifyBone nodes use new param callback system
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1 Years Ago
Fix fbx skeletal model loading NRE when there's no submeshes Static and skeletal prop entities have prop path property so they can be saved to file Merge branch 'master' of github.com:Facepunch/SandboxGame Merge branch 'master' of github.com:Facepunch/SandboxGame Extend anim parameter system to support vec2, vect3 and quaternion Allow anim nodes to register param set callbacks so internal values can be updated from them Parse anim params before anything else because nodes depend on them Update blendspace coordinate from vec3 param Merge branch 'master' of github.com:Facepunch/SandboxGame
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1 Years Ago
Random sound array for sound def entrties
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1 Years Ago
Add Vector2Converter Random pitch and volume for sound def entries
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1 Years Ago
SoundDef asset (collection of sounds with parameters, similar to sound scripts) Experimental AssetRef class so that json string can reference any asset
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1 Years Ago
Fix out of range exception when loading fbx with no UVs
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1 Years Ago
Assign material groups a random color material
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1 Years Ago
Orbit camera around preview model center
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1 Years Ago
Draw skeleton
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1 Years Ago
Make sure to cleanup fbx importer when bailing out early
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1 Years Ago
Only attempt to create physics asset from fbx if model is valid Bail out of fbx loading early if there's no geometry
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1 Years Ago
Basic model viewer with model file drag&drop. Logs mesh sections and material group names for now
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1 Years Ago
Only invoke viewmodel anim events if the viewmodel can be seen locally (viewing firstperson) Allow weapons to register worldmodel anim events, only invoke events if viewmodel is not visible locally Add animdef for spas12 worldmodel
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1 Years Ago
Only cache player state if it's valid
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1 Years Ago
Run combat player OnUpdateView when builder player is not in thirdperson. Add view punching to rust weapons
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1 Years Ago
Disable fbx embedded textures, problems on steam builds
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1 Years Ago
Remove unused test layers in citizen animdef
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1 Years Ago
Allow prop spawning without toolgun in inventory
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1 Years Ago
Enable collision on player models so player can take damage
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1 Years Ago
Initialize prop for weapon world models. Define both static and skeletal model for world model props because static is used for pickups
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1 Years Ago
Start viewmodel animation paused so that it doesn't start playing until deployed
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1 Years Ago
Spas12 anim events
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1 Years Ago
Cache asset references with absolute path instead of relative
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1 Years Ago
Append incremental number to duplicate bone names Calculate fbx bone transforms from skin clusters so that bind pose is correct when there's a built in animation spas12 prop
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1 Years Ago
Spas12 assets
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1 Years Ago
Oops
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1 Years Ago
Fix steam build compile error maybe
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1 Years Ago
Add mesh rotation model so mesh particles can inherit parent rotation Add rifle shell casing
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1 Years Ago
Add auto activate to particle system entity
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1 Years Ago
Activate shell casing particle system on eject shell anim event Add AutoDeactivate to particle system asset
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1 Years Ago
Shell casing particle effect
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1 Years Ago
Add shell casing assets
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1 Years Ago
Allow weapons to register callbacks for viewmodel events
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1 Years Ago
Update gamemode template
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1 Years Ago
Simulate physics on prop after it has spawned to avoid warnings
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1 Years Ago
Remove gibs asset, use skeletal prop instead
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1 Years Ago
Toolgun view and world props Fix citizen phys asset
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1 Years Ago
New anim parameter system. Animdef has section for basic param types (int, float, bool, trigger) Anim state machine can define transition rules with conditions. Make state machine use managed transition rules based on anim params
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1 Years Ago
Add SetAllBodiesSimulatePhysics
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1 Years Ago
Support submeshes on fbx static models
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1 Years Ago
Add material groups to player model definition
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1 Years Ago
Fix complete fuckup of unique material slots Append submesh index to mesh name to avoid clashes
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1 Years Ago
Remove material name append from mesh name when importing fbx skeletal models
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1 Years Ago
M249 materials Add MaterialGroup to meshes, build mapping between material group and unique mesh names. Add MaterialGroups section to prop asset so that materials can be applied to a group of submeshes.
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1 Years Ago
Add transform mirror/flip across axis. Mirror fbx skeletal models and animations across Y axis.
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1 Years Ago
Find closest gib to damage location and transfer the force (shooting gibable prop applies force to gib)
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1 Years Ago
Fix repeat weapon firing while still deploying
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1 Years Ago
Add Weapon_M249 Adjust viewmodel swing pitch using vertical player velocity (viewmodel offset when jumping) Add bob cycle to viewmodel using player movement velocity
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1 Years Ago
Call OnDeploy when weapon becomes active and weapon models have been shown
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1 Years Ago
Forcing anim state now resets asset player time (firing a gun should play attack anim from the start)
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1 Years Ago
Add "All" prop group
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1 Years Ago
Add group to prop asset info. Add group section to prop spawn menu
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1 Years Ago
Add skeletal prop entity. Allow prop spawner to spawn skeletal props Add Spawnable to PropInfo, clothing are props but we don't care to have them listed in the spawn menu Add w_m92.prop Weapon pickup uses static prop entity. Allow gibbing to be disabled on static props (weapon pickups probably shouldn't be gibbable) Weapon view model uses skeletal prop entity. Add v_m92.prop Allow prop assets to define an animdef. Add v_m92.animdef
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1 Years Ago
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
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1 Years Ago
Check if save file exists before running loadmap command in playground
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1 Years Ago
Spawn default model for pickup if no prop has been set for it
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1 Years Ago
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
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1 Years Ago
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
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1 Years Ago
Destroy pickup if weapon is taken, regardless of how much ammo is left inside (misleading to keep a weapon pickup without a weapon)
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1 Years Ago
Fix vitals and ammo counter components. Test m92 weapon hud
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1 Years Ago
Store weapon in pickup entity as classname, ideally weapon entities should always be owned by a player Destroy dropped weapon now that it doesn't exist inside the pickup entity. Spawn pickup entity at the end of drop to avoid picking it up while still in inventory. Add a trigger delay to pickups so that dropping on self doesn't trigger a pickup straight away
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1 Years Ago
Toolgun droppable = false Add optional destroy param to TakeWeaponFromInventory
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1 Years Ago
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
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1 Years Ago
Get rid of weapon definitions in favor of class library attribute (class library has all the info weapons need for spawn menu) Clear tool list when toolgun isn't in inventory
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1 Years Ago
Give or equip weapon from weapon def when clicking on weapon tile Check weapon model visibility every tick instead of relying on replicated var changes Only update toolgun tools when it's the active weapon Give BaseWeapon PrimitiveDraw and DrawHud virtuals so toolgun can handle gizmo logic Switch to toolgun before switching tool
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1 Years Ago
fix weapon tiles
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1 Years Ago
Cleanup shooter base code, remove useless shit Weapon definition asset Add weapons tab to spawn menu
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