1,004 Commits over 914 Days - 0.05cph!
Hitbox Tags (#562)
- Added Hitbox, Hitbox.HasTag, Hitbox.HasAllTags, Hitbox.HasAnyTags, Hitbox.GetName
- Added TraceResult.Hitbox, DamageInfo.Hitbox
- Obsoleted DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup
You'll have to update your code to get hitboxes to work again (headshots, etc) - check the wiki page @ https://wiki.facepunch.com/sbox/Hitboxes
Restore TraceResult.HitboxIndex to be a field, still obsolete
Give Hitbox a parameterless constructor to appease C#
Add EngineGlue::GetStringTokenValue
Check native db for string token value if we can't find it in managed
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
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
Sandbox.Engine: Added Dedicated Server launch config
Fixed concommands being omitted when run through dedicated server console
Restored Asset.GetCompiledFile, fixes broken addon uploads
Deleting assets leaves the compiled file as junk currently. This will be fixed.
Asset.GetCompiledFile simply appends Source file with _c, mark as deleted when Delete is ran
AssetBrowser: Filter out marked for delete assets
AssetBrowser: Add "Delete Asset" option
https://files.facepunch.com/devultj/1b1911b1/2C4lP0lDqV.png
Revert "Eliminate GameSettings convar & json stuff.. store and use it as is"
This reverts commit 85991377b0a33b6f16d197da3aa2af00b4516b06.
Eliminate GameSettings convar & json stuff.. store and use it as is
Update AddonProperty value on Blur
Moved AssetList "New Folder" down to be consistent with the asset list's tree context menu.
Add current directory shortcut to asset folder node context menu
Update asset browser when refreshing/making new folders, add Refresh option to folder context menu
Hide template list even if there's just one template. It'll be auto-selected anyway.
Hide project template list if there aren't any to use. Added a few comments.
Killed old C++ filter code, added Game.ShouldConnect
- Gutted out network filter code in favor of controlling incoming connections in C#.
- Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans` - probably a few more too.
- Added `bool Game.ShouldConnect( long playerId )` - returning false here will reject the incoming connection before the client entity is created.
Bit of documentation, renamed INetworkServer.Connect to ShouldConnect
Remove unused NetworkClient.Connect
Renamed OnConnect to ShouldConnect
Gutted out network filter system in favor of controlling incoming connections in C#.
Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans`.
Added `bool Game.OnConnect( long playerId );`, returning false here will reject the incoming connection before the client entity is created.
Only grab the server's replicated convar if we're clientside
Fixed replicated convars not saving the correct value
Fixed game window not being resizable when switching to windowed mode
Fixes #413
VR: Attempt to fix Index Controller joystick button input
Only assign and evaluate ConsoleSystem.Caller for console commands
Fixes convar assignment while game loop is starting up. Fixes sbox-issues/issues/2158 and paves way for @kurozael's lobby settings.
Fix project settings physics grabbing the wrong metadata