4,684 Commits over 976 Days - 0.20cph!
Add EngineGlue::GetStringTokenValue
Check native db for string token value if we can't find it in managed
Changed loadout defs, added attachments to loadout panel https://files.facepunch.com/devultj/1b1611b1/sbox-dev_y4Pvo00hLF.png
Gamemodes can define what teams are available, scoreboard simply iterates through that
New scoreboard style for team-vs-team setup
Update Citizen HitboxSet list to include more tags, clear out group_id
Docs cleanup, make tagTokens a property
Rename HitboxData to Hitbox, Add Hitbox.HasAllTags, HasAnyTags
Cleanup, docs
Remove nullable from AssetList icon, fixed an error I was getting on editor launch
Re-enabled translucent screenspace effects
Don't call FlashTo clientside
Fixed orbit camera hitting trigger volumes (like post processing volumes)
Clean up HealthCurrent, iterate through list of blocks instead of children
Fixed health being stomped
Moved around clothing setup, add clothing string for CitizenPanel prep
Add LoadoutPanel that displays while the round is starting
Refactor HitboxData to provide information as StringTokens until it's no longer feasible
Removed managedhandle include from rendermesh.h
Hitbox as a struct instead of a handle w/ interopgen
Experiment: Hitbox as a struct instead of a handle w/ interopgen
How'd I not see this? Deleted another use of hitbox groupid
Update TraceShapeAgainstHitboxes use in new TestHitboxesMultiple
Add tags property to CModelDocHitboxBase
Setup tags via string tokens for hitboxes, interop Hitbox.. still learning about all this, so need to go back and clean all this up later.
Send over the hitbox handle when performing traces
Don't forget to pass the tags when compiling resources
Add TraceResult.Hitbox
Delete TraceResult.HitboxIndex, it'll be useless once I've deleted the hitbox groups. CSkeletonInstance::SBox_BoneToHitbox returns the hitbox itself, used for sweeps.
Started killing off a bunch of now useless hitgroup code
Remove CSkeletonInstance.GetHitboxGroup interop
Kill hitbox index from DamageInfo, there's probably room for hitbox tag filtering in here. Also adjusted some docs for that class.
Kill some more hitgroup code, updated citizen_hitboxset prefab
Add DamageInfo.Hitbox, assign it in UsingTraceResult
Re-add C# API as obsolete (DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup)
Removed a couple more hitbox groupid references, set tags on HitboxSetList import
Remove all HitboxComponent HitGroup priority code
Don't need these functions
Don't need these functions
Remove all HitboxComponent HitGroup priority code
Removed a couple more hitbox groupid references, set tags on HitboxSetList import
Re-add C# API as obsolete (DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup)
Add DamageInfo.Hitbox, assign it in UsingTraceResult
Kill some more hitgroup code, updated citizen_hitboxset prefab
Kill hitbox index from DamageInfo, there's probably room for hitbox tag filtering in here. Also adjusted some docs for that class.
Remove CSkeletonInstance.GetHitboxGroup interop
Started killing off a bunch of now useless hitgroup code
Delete TraceResult.HitboxIndex, it'll be useless once I've deleted the hitbox groups. CSkeletonInstance::SBox_BoneToHitbox returns the hitbox itself, used for sweeps.
Add tags property to CModelDocHitboxBase
Setup tags via string tokens for hitboxes, interop Hitbox.. still learning about all this, so need to go back and clean all this up later.
Send over the hitbox handle when performing traces
Don't forget to pass the tags when compiling resources
Add TraceResult.Hitbox
Cleaned up lobby rich presence, fixed presence not updating when lobby gets made, update documentation
Support `steam_player_group` rich presence for lobbies
https://files.facepunch.com/devultj/1b3011b1/Discord_tPmoEckwdL.png
Fixed MenuOverlay popup pointer events, fixes lobby invites being inaccessible
Made Global.IsDedicatedServer obsolete
Played around with ScreenEffects https://files.facepunch.com/devultj/1b2911b1/sbox-dev_IrBJraNekh.mp4
Temporary Player.RenderHud workaround
Trying to pin down why I'm crashing
Fixed compile, replaced StandardPostProcess with ScreenEffects
Don't try to update firemode if new result is the same as last
Fixed CycleFireMode not listening to the weapon's supported modes
Fixed enemy dead color on status panel
Add Spectator HUD https://files.facepunch.com/devultj/1b2811b1/sbox-dev_kpcvdu0e9Y.png
Don't display weapon hud if we have no weapon
Game post process refers to camera target as well
Add GunfightPlayerCamera sets target locally
Replaced most hud pawn references with camera target
Add GunfightSpectatorCamera
Space bar while in death camera to spectate
Added Gamemode.AllowSpectating
Moved cycle fire mode to InputButton.View
Added GunfightDeathCamera