usermattcancel

1,584 Commits over 1,127 Days - 0.06cph!

3 Years Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine VROverlay class in managed with rendering props and render update loop Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily. https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png Iterate on VROverlay API, make the coordinate system match engine, poll events and simulate input in the menu.
3 Years Ago
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
3 Years Ago
Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily. https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png
3 Years Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine VROverlay class in managed with rendering props and render update loop
3 Years Ago
Make sure we update our GameAssembly hash on initial load, fixes all networking errors
3 Years Ago
Make non public and inherited methods register for events again
3 Years Ago
fix build log discord post on long message commits
3 Years Ago
Ensure resident model resources get added to the manifest, fixes error models from missing resources in manifest. This would specifically happen if a server starts a game / map a second time, the resources would remain resident, so when a client does their initial join these models are missing from the manifest resulting in an error. If the client had previously joined on the first time their resources would already be resident and not error. Simplest way to do it, rather then change (and slow down) how the rest of the resource system works. If a resource we try to preload returns an error handle, don't keep the handle alive. Map resources specifically will become valid and load automatically after this.
3 Years Ago
Change WorldInput API to instances to resolve issues and allow simultaneous inputs. * Replace WorldInput.Update with instanced WorldInput fixing hovering and clicking issues as well as allowing simultaneous inputs. * Resolved various issues with WorldPanel.RayToLocalPosition not using the right axis, being inverted and not scaling. * Simulate double click and mousemove events for world inputs. * Fix right clicks not working on WorldInput.
3 Years Ago
Fix missing game lobby settings
3 Years Ago
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system. WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks Simulate right (and middle) mouse button properly in world panel input. Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely. Clear WorldInput reference list on LoopEvent.Init/Shutdown Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays Simulate ondoubleclick & onmousemove events, add WorldInput.Enabled for toggling easily, tidy and refactor UISystem a bit fix potential NREs, small optimizations.
3 Years Ago
Allow RootPanel.Parent = null though
3 Years Ago
Throw if trying to set RootPanel.Parent Fix a couple of NREs preventing -dedicated from working
3 Years Ago
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
3 Years Ago
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system. WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks Simulate right (and middle) mouse button properly in world panel input. Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely. Clear WorldInput reference list on LoopEvent.Init/Shutdown
3 Years Ago
SetProperty fallback on [Property] attributes, fixes map entities not working from having their properties not set
3 Years Ago
Generator error if you try to [Net] a static property INetworkSerializer.Read: use ref of NetRead NetWrite.Write don't try to blindly write ref or containing ref types
3 Years Ago
Fix coding errors, remove obsolete and unused shit
3 Years Ago
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system. WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks Simulate right (and middle) mouse button properly in world panel input. Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code
3 Years Ago
Add a rotating camera around the hole after you putt ScoreFeed handle hole in ones correctly
3 Years Ago
Add transform: scalex, scaley (scale was already supported)
3 Years Ago
Add scss transform: translate( <length>, <length>? ) ( translateX, translateY were already supported )
3 Years Ago
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system. WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks Simulate right (and middle) mouse button properly in world panel input.
3 Years Ago
Fix player par being set on the wrong index
3 Years Ago
Uncomplicate course info bullshit, shouldn't fall over on a full update either now too
3 Years Ago
Cleanup PowerArrow on Ball destruction
3 Years Ago
Don't write empty modeldata.fgd
3 Years Ago
Add [Net] support for generic IDictionary<TKey, TVal>
3 Years Ago
Add tests for combinations of [Net] IDictionary<TKey, TVal>
3 Years Ago
Make [Net] work on IList<T>, deprecate List<T> to prevent confusing behaviour Use VarUnmanagedList on ITypeSymbol.IsUnmanagedType Cleanup and simplify replicated lists code gen, give better feedback if using List<T>
3 Years Ago
Add [Net] support for IDictionary<U, object> where U in unmanaged initially Add support for generic dictionaries where key/val both support unmanaged or class constraints
3 Years Ago
Cleanup and simplify replicated lists code gen, give better feedback if using List<T>
3 Years Ago
Remove obsolete crap Ball traces should collide with PLAYER_CLIP Special case hole in one text, split all scores onto seperate lines Stop freecam when in play or cupped, add UI indicator of free cam, experiment with limiting time to challenge users on tricky hole layouts Add a basic stencil mask to the ball so we can see it behind walls Remove more obsolete PhysicsBody code Track ball position before shot and reset to that on out of bounds
3 Years Ago
Add [Net] support for IDictionary<U, object> where U in unmanaged initially
3 Years Ago
3 Years Ago
Use Global.Lobby to wait for all lobby members to load ( start anyway after 60s ) If a client joins late, mark them as a latecomer and give them a shitty score Don't submit latecomers scores to GameServices Don't transmit water trigger to clients, fix error models Add VisGroup.Trigger to all trigger-like map entities
3 Years Ago
Apply big friction when in water, remove redundant calls to PhysicsBody, add water splash + dev texture auto apply Fix out of bounds applying to cupped balls
3 Years Ago
Hook up out of bounds with forgiveness time Update out of bounds UI to use intro/outro pseudo classes
3 Years Ago
Show the right par header for each hole in the scoreboard Color scores on scoreboard below & over par, leave holes not scored on yet as -
3 Years Ago
AutoApplyMaterial dev textures to hole boundary entities
3 Years Ago
custom physics impact effects Nudge out along the hit normal slightly so we don't have to constantly unfuck ourself, also allows spheres to be used for movement project velocity onto ground plane to remove gravity when on ground Apply friction based on ground surface, rotate ball from velocity, trace ignore golf_ball tags, turn off prediction for movement solver, remove obsolete physics code Use RealTime for power input Water oob: turn off prediction and run serverside only
3 Years Ago
Apply friction based on ground surface, rotate ball from velocity, trace ignore golf_ball tags, turn off prediction for movement solver, remove obsolete physics code Use RealTime for power input
3 Years Ago
Allow static array initializers
3 Years Ago
Make water entity solid, play ball splash sound Play different particle effects on hole in one Highlight each score on the current hole in scoreboard Show timers for next hole and return to lobby Fix opacity on out of bounds alert Completely overuse text-stroke everywhere until I get sick of it
3 Years Ago
NetRead.ReadObject: read floats correctly
3 Years Ago
If text-stroke-color is not set default to color Add `text-stroke <length> <color>` shorthand
3 Years Ago
Don't force fov Add sounds for putting, sinking, impacts as well as some UI sounds, dynamically adjust volume / pitch on them Use tags system to tag golf balls, trace only ignoring them so we can hit normal entities too Place name tags on hit normal, lerp rotate them to velocity normal Make scoreboard actually match # of holes on the map Use a quadratic gradient to scale shot power, easier to do short accurate shots now
3 Years Ago
Fix local client's steamid being incorrect serverside in singleplayer games
3 Years Ago
Clear a panel's input focus when it is deleted
3 Years Ago
Whitelist System.Collections.ObjectModel.* System.MidpointRounding* System.Runtime.CompilerServices.IsByRefLikeAttribute System.EventArgs* & System.EventHandler*