usermattcancel

1,562 Commits over 1,127 Days - 0.06cph!

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*
3 Years Ago
Trace: Fix AnyTags behaving same as AllTags, WithoutTags accepts multiple string params
3 Years Ago
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
3 Years Ago
Precache particles, use Model.Load to precache models before they spawn Update GameServices usage to use GameplayResult Replace obsolete camera properties
3 Years Ago
Fix Panel translation transform transitions, make default length unit match
3 Years Ago
BaseGamePanel: Check if Package.Config is null
3 Years Ago
SceneObject use CRenderAttributes to match Render.Set functionality ( SceneObject.SetValue now accepts int, string, Vector2, Matrix )
3 Years Ago
SceneObject use CRenderAttributes to match Render.Set functionality ( SceneObject.SetValue now accepts int, string, Vector2, Matrix )
3 Years Ago
Obsolete Material.GetName() use Material.Name
3 Years Ago
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
3 Years Ago
Download ignore .obj and other png material source files (normal, rough, etc.)
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Default override Player.ShouldLagCompensate to return true This tells the lag compensation to record this entity, ShouldLagCompensateForClient says if we should rewind.
3 Years Ago
Fix NRE crash when calling null YogaNode on a deleted panel TaskSource.IsValid internal setter
3 Years Ago
3 Years Ago
Don't allow default maxplayers to exceed MAX_PLAYERS
3 Years Ago
Initial clean code commit README and license under MIT
3 Years Ago
Fix rare access violation in CSceneSystem::DeleteSceneObjectAtFrameEnd
3 Years Ago
SendNetMessage: assert we're in the main thread, catch any potential fuck ups again
3 Years Ago
Only release particles in main thread, fixes disconnect errors caused by sending net messages from background GC thread
3 Years Ago
CNetChan: Use a mutex per buffer
3 Years Ago
Make CNetChan::SendNetMessage thread safe, fixes network errors causing disconnects.