userSol Williamscancel

357 Commits over 214 Days - 0.07cph!

5 Months Ago
Bring back deathcam, re/spawn fixes
5 Months Ago
Work in progress Pawn refactor Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone. Can deploy drone by using left mouse button, removed dev menu debug for it When possessing a pawn, set its PlayerState Vitals UI works for any pawn Kill bots playerstates as well as their pawn Support Buy Menu items again Use PlayerPawn in BuyMenu, not PlayerState Cleanup, removed unused stuff Removed a bunch of code we don't need on the Drone anymore Fix NRE when shooting Better logic for player marker vis Another NRE fix Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it I don't think we need this stuff Equipment renderer adjustments Just use Property for PlayerBody.Player, instead of fetching OnStart Fix team assignment Use GameUtils.LocalPlayerState where we can Spectating works again Fix player nameplate conditions More sensible accessors for local/viewer PlayerStates Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting) Network client respawn event properly Use PlayerState.Local.PlayerPawn directly Fix not depossessing current pawn Simplify pawn stuff a bit Can now freely destroy/respawn player pawns Tidy PlayerState a bit, streamline flow for spawning/possession Don't enter spectate when respawning, do immediate spawns for joiners where we can Add PlayerState.IsConnected Fix non-host players sometimes spawning in incorrect locations Fix error when no PlayerState.Viewer Don't send team chat messages to bot connections
5 Months Ago
Add PlayerState.IsConnected Fix non-host players sometimes spawning in incorrect locations Fix error when no PlayerState.Viewer Don't send team chat messages to bot connections
5 Months Ago
Tidy PlayerState a bit, streamline flow for spawning/possession Don't enter spectate when respawning, do immediate spawns for joiners where we can
5 Months Ago
Can now freely destroy/respawn player pawns
5 Months Ago
Simplify pawn stuff a bit
5 Months Ago
Use PlayerState.Local.PlayerPawn directly Fix not depossessing current pawn
5 Months Ago
More sensible accessors for local/viewer PlayerStates Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting) Network client respawn event properly
5 Months Ago
Use GameUtils.LocalPlayerState where we can Spectating works again Fix player nameplate conditions
5 Months Ago
Fix team assignment
5 Months Ago
Fix load/delete window layout menus being swapped around (lol)
5 Months Ago
Scene view: whack up 2d view zoom speed, properly clamp zoom to sane limits
5 Months Ago
Add angle/grid snap increment spinboxes for custom values, Facepunch/sbox-issues#5691
5 Months Ago
Update fpxr.lib
5 Months Ago
Disable WholeProgramOptimization
5 Months Ago
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
5 Months Ago
HostSync Equipment.OwnerId
5 Months Ago
Use camera frustum depth for dragdrop trace, fixes Facepunch/sbox-issues#5678
5 Months Ago
Scene view: Fix splitter state not restoring correctly, Add top/bottom layouts Facepunch/sbox-issues#5676
5 Months Ago
whoops a log
5 Months Ago
Set grid axis to XY plane when going into a 3d scene view
5 Months Ago
Add scene camera FOV to editor prefs window
5 Months Ago
Add SceneCamera.ToWorld Do GizmoInstance ortho zoom around cursor, resolves Facepunch/sbox-issues#5674
5 Months Ago
Add scene viewport view mode option
5 Months Ago
Start moving some PlayerState stuff around
5 Months Ago
Rename PlayerState.Player -> PlayerState.Controller
5 Months Ago
Draw grid on top in 2d views
5 Months Ago
Prevent map cookie from overriding 2d viewmode rotation
5 Months Ago
Use correct plane for 2d view drag drop
5 Months Ago
Use correct gizmo settings for dragdrop
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
5 Months Ago
Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
5 Months Ago
We don't need to do this anymore
5 Months Ago
Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective
5 Months Ago
Support for spectating gadgets: spectate players rather than pawns directly, network current possessed pawn
5 Months Ago
Don't play fun kill sound when you've killed a teammate
5 Months Ago
Spectating orbit cam, hide cursor in third person
5 Months Ago
Move EyeAngles interpolation out of CameraController
5 Months Ago
Fix third person camera, death cam
5 Months Ago
Fix being unable to spectate bots
5 Months Ago
Add "Find in Asset Browser" context menu item to resource/asset widgets Focus the current value in asset pickers
5 Months Ago
Fix outline visibility rules
5 Months Ago
Fallback to team color when PlayerColors.Instance isn't present for now
5 Months Ago
Recommit player.prefab
5 Months Ago
Unique player colours, shown on radar, nameplates, and outline
6 Months Ago
Show dropped C4 on minimap when CTs spot it
6 Months Ago
Show planted c4 on the minimap when spotted, swap icon
6 Months Ago
Show enemy players on radar when seen (or recently seen)
6 Months Ago
Replace unique logic for player minimap markers