1,562 Commits over 1,127 Days - 0.06cph!
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.
Fix player par being set on the wrong index
Uncomplicate course info bullshit, shouldn't fall over on a full update either now too
Cleanup PowerArrow on Ball destruction
Don't write empty modeldata.fgd
Add [Net] support for generic IDictionary<TKey, TVal>
Add tests for combinations of [Net] IDictionary<TKey, TVal>
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>
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
Cleanup and simplify replicated lists code gen, give better feedback if using List<T>
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
Add [Net] support for IDictionary<U, object> where U in unmanaged initially
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
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
Hook up out of bounds with forgiveness time
Update out of bounds UI to use intro/outro pseudo classes
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 -
AutoApplyMaterial dev textures to hole boundary entities
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
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
Allow static array initializers
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
NetRead.ReadObject: read floats correctly
If text-stroke-color is not set default to color
Add `text-stroke <length> <color>` shorthand
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
Fix local client's steamid being incorrect serverside in singleplayer games
Clear a panel's input focus when it is deleted
Whitelist
System.Collections.ObjectModel.*
System.MidpointRounding*
System.Runtime.CompilerServices.IsByRefLikeAttribute
System.EventArgs* & System.EventHandler*
Trace: Fix AnyTags behaving same as AllTags, WithoutTags accepts multiple string params
Texture.Load respect warnOnMissing when FileNotFoundException is thrown
If no FOV is set by Camera use the default one from engine CameraSetup (default_fov convar)
Stop engine forcing default_fov to 70 every frame
Video settings:add default fov slider
Precache particles, use Model.Load to precache models before they spawn
Update GameServices usage to use GameplayResult
Replace obsolete camera properties
Fix Panel translation transform transitions, make default length unit match
BaseGamePanel: Check if Package.Config is null
SceneObject use CRenderAttributes to match Render.Set functionality ( SceneObject.SetValue now accepts int, string, Vector2, Matrix )
SceneObject use CRenderAttributes to match Render.Set functionality ( SceneObject.SetValue now accepts int, string, Vector2, Matrix )
Obsolete Material.GetName() use Material.Name
Strip the ready system let lobbies handle that, do a basic waiting for players screen to load though
Strip devcam, simplifies camera logic
Make nametags in the world, snap them to ground to the right of the ball
Make camera feel better by slerping over RealTime.Delta
Clean up UI states, make use of bindings
Add game end state, display final scoreboard
Add GameServices recording game results + events
Download ignore .obj and other png material source files (normal, rough, etc.)
Experiments
Default override Player.ShouldLagCompensate to return true
This tells the lag compensation to record this entity, ShouldLagCompensateForClient says if we should rewind.
Don't automatically add all pawns to lag compensation, let them opt in ( Base Player defaults to true )
Add debug prints to make sure we're actually back tracking
Don't automatically add all pawns to lag compensation, let them opt in ( Base Player defaults to true )
Add debug prints to make sure we're actually back tracking
Default override Player.ShouldLagCompensate to return true
This tells the lag compensation to record this entity, ShouldLagCompensateForClient says if we should rewind.
Fix NRE crash when calling null YogaNode on a deleted panel
TaskSource.IsValid internal setter
Don't allow default maxplayers to exceed MAX_PLAYERS
Initial clean code commit
README and license under MIT
Fix rare access violation in CSceneSystem::DeleteSceneObjectAtFrameEnd
SendNetMessage: assert we're in the main thread, catch any potential fuck ups again
Only release particles in main thread, fixes disconnect errors caused by sending net messages from background GC thread
CNetChan: Use a mutex per buffer
Make CNetChan::SendNetMessage thread safe, fixes network errors causing disconnects.