repoSandboxGamecancel
1 Years Ago
Fix steam build compile error maybe
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1 Years Ago
Add mesh rotation model so mesh particles can inherit parent rotation Add rifle shell casing
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1 Years Ago
Add auto activate to particle system entity
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1 Years Ago
Activate shell casing particle system on eject shell anim event Add AutoDeactivate to particle system asset
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1 Years Ago
Shell casing particle effect
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1 Years Ago
Add shell casing assets
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1 Years Ago
Allow weapons to register callbacks for viewmodel events
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1 Years Ago
Update gamemode template
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1 Years Ago
Simulate physics on prop after it has spawned to avoid warnings
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1 Years Ago
Remove gibs asset, use skeletal prop instead
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1 Years Ago
Toolgun view and world props Fix citizen phys asset
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1 Years Ago
New anim parameter system. Animdef has section for basic param types (int, float, bool, trigger) Anim state machine can define transition rules with conditions. Make state machine use managed transition rules based on anim params
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1 Years Ago
Fix UI hotloading for things loaded by coherent (including less imports)
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1 Years Ago
Changing the LESS structure to component level
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1 Years Ago
Fix the stylesheet list not loading less files as less
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1 Years Ago
Support relative paths when using less in vue components (also removed dotLess)
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1 Years Ago
Fix Coherent inspector path
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1 Years Ago
Add SetAllBodiesSimulatePhysics
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1 Years Ago
Support submeshes on fbx static models
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1 Years Ago
Add material groups to player model definition
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1 Years Ago
Fix complete fuckup of unique material slots Append submesh index to mesh name to avoid clashes
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1 Years Ago
Remove material name append from mesh name when importing fbx skeletal models
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1 Years Ago
M249 materials Add MaterialGroup to meshes, build mapping between material group and unique mesh names. Add MaterialGroups section to prop asset so that materials can be applied to a group of submeshes.
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1 Years Ago
Add transform mirror/flip across axis. Mirror fbx skeletal models and animations across Y axis.
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1 Years Ago
Find closest gib to damage location and transfer the force (shooting gibable prop applies force to gib)
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1 Years Ago
Fix repeat weapon firing while still deploying
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1 Years Ago
Add Weapon_M249 Adjust viewmodel swing pitch using vertical player velocity (viewmodel offset when jumping) Add bob cycle to viewmodel using player movement velocity
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1 Years Ago
Call OnDeploy when weapon becomes active and weapon models have been shown
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1 Years Ago
Forcing anim state now resets asset player time (firing a gun should play attack anim from the start)
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1 Years Ago
Add "All" prop group
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1 Years Ago
Add group to prop asset info. Add group section to prop spawn menu
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1 Years Ago
Add skeletal prop entity. Allow prop spawner to spawn skeletal props Add Spawnable to PropInfo, clothing are props but we don't care to have them listed in the spawn menu Add w_m92.prop Weapon pickup uses static prop entity. Allow gibbing to be disabled on static props (weapon pickups probably shouldn't be gibbable) Weapon view model uses skeletal prop entity. Add v_m92.prop Allow prop assets to define an animdef. Add v_m92.animdef
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1 Years Ago
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
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1 Years Ago
Check if save file exists before running loadmap command in playground
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1 Years Ago
Spawn default model for pickup if no prop has been set for it
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1 Years Ago
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
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1 Years Ago
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
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1 Years Ago
Destroy pickup if weapon is taken, regardless of how much ammo is left inside (misleading to keep a weapon pickup without a weapon)
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1 Years Ago
Fix vitals and ammo counter components. Test m92 weapon hud
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1 Years Ago
Store weapon in pickup entity as classname, ideally weapon entities should always be owned by a player Destroy dropped weapon now that it doesn't exist inside the pickup entity. Spawn pickup entity at the end of drop to avoid picking it up while still in inventory. Add a trigger delay to pickups so that dropping on self doesn't trigger a pickup straight away
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1 Years Ago
Toolgun droppable = false Add optional destroy param to TakeWeaponFromInventory
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1 Years Ago
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
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1 Years Ago
Get rid of weapon definitions in favor of class library attribute (class library has all the info weapons need for spawn menu) Clear tool list when toolgun isn't in inventory
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1 Years Ago
Give or equip weapon from weapon def when clicking on weapon tile Check weapon model visibility every tick instead of relying on replicated var changes Only update toolgun tools when it's the active weapon Give BaseWeapon PrimitiveDraw and DrawHud virtuals so toolgun can handle gizmo logic Switch to toolgun before switching tool
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1 Years Ago
fix weapon tiles
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1 Years Ago
Cleanup shooter base code, remove useless shit Weapon definition asset Add weapons tab to spawn menu
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1 Years Ago
Reset static model hidden sections properly
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1 Years Ago
Add player model definition and importer Load citizen player model from definition file Add generic json asset importer for assets that only need to populate an object
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1 Years Ago
Cache skeletal model material slot names as a safer way to get sections by index or name
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1 Years Ago
Hide sections using slot hidden sections instead of prop asset Also setup hidden sections for attached clothing prop Add GetMeshSectionIndex and GetMeshSectionName for skeletal model entities
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1 Years Ago
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1 Years Ago
Add clothing slots to BasePlayerModel and allow clothing props to be attached to them Prop asset caches model name so whatever uses it can decide if it wants a static or skeletal model Convert clothing assets to props Cache prop model path with top of path stack Allow props to define both static and skeletal models to save fucking around Equip citizen playermodel with worker uniform to test
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1 Years Ago
Remove all the generated files that have absolute paths in them Missed a project file change
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1 Years Ago
Update CodeSandbox, whitelist some more things, enable sandboxing on some addons - SourceImport - Sandbox - QFusion - Citizen
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1 Years Ago
Add BasePlayerModel to engine addon (generic enough to use across addons) HumanPlayer in engine addon handles spawning of player model Also have HumanPlayer handle updating of player model Add custom binds cfg for sandbox gamemode
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1 Years Ago
Update CodeSandbox to fix verification failures on some initonly fields (readonly)
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1 Years Ago
Move clothing json from dresser to citizen
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1 Years Ago
Add NotifyCollisionImpacts to entities to avoid sending collision impacts to managed when they're not wanted
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1 Years Ago
Update CodeSandbox with fix for dependency addons being considered blacklisted
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1 Years Ago
Add Fabrik anim node Use fabrik node to get a better hold position on weapon Attempt to adjust player model offset based on the furthest foot trace
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1 Years Ago
Trace foot IK properly and calculate IK rotation
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1 Years Ago
Add LegIK callback so that IK transforms can be calculated Merge Merge branch 'master' of github.com:Facepunch/SandboxGame
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1 Years Ago
Facepunch.Steamworks2
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1 Years Ago
Attempt #2
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1 Years Ago
Fix possible linker error in shipping build
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1 Years Ago
Support direct IK transform instead of using an IK bone
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1 Years Ago
Add LegIK anim node Test leg IK
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1 Years Ago
Fix compile error
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1 Years Ago
Add TwoBoneIK anim node
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1 Years Ago
Add LookUpAxis to LookAt node
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1 Years Ago
Add LookAt node
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1 Years Ago
Attach rifle to player model to test hold types
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1 Years Ago
Apply look layer to hold layer. Fix LayeredBoneBlend not caching bones
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1 Years Ago
PropertyAttribute json fix HudComponent.SetValue throw decent errors on fail Update ClassInfo on hotload OnNetworkVariableReceived doesn't use codegen Merge branch 'master' of SandboxGame Register classes in Sandbox.Library and Sandbox.Public Serializers Update facepunch.mp4 ListSerializer more explicit Added INetworkEntityReference EntityListSerializer implements INetworkSerializable Merge branch 'master' of SandboxGame Call MarkDirty instead of backing field stuff MarkDirty virutal Merge branch 'master' of SandboxGame Implemented NetworkList.Serialize Implemented OnReplicatedPropertyChanged Take propery name from attribute Starting codegen simplify LinePreserve Strip initializer if custombackingfield Compiler show actual source instead of generated IProperty allows classes like ObservableCollection initialize their change callbacks NetworkedList uses IProperty RecvVar reads the target id (meaning child rpc classes should be able to have replicated vars) CompilerProxy clean PropertyAttribute allows properties without a Set accessor, ignores SetValue INetworkSerializable will only create ValueTypes, but will serialize to existing Classes Removed redundant INetworkSerializable List LAN servers in server browser Errors in one HUD component shouldn't kill the rest of them Lock change trigger when deserializing NetworkList Cleaning & Commenting CodeGen ReplicateAttribute doesn't try to replicate classes by default Organisation BackingField for RpcClient derived is NetworkRef<T> RpcClient => BaseNetworkable Set BackingField var Use Backing Field for ReadValue/WriteValue Clean up backing field Cleanup progress Project fixes Write OnCallRemoteProcedure Fixed idenfier Update BaseVehicle.cs Addon fixes handle params properly More var writers Array writing Merge branch 'master' into de-codegen Object serialization "using Sandbox generics type Fixed namespacing issues Write/Read bool Enum/Entity fixes more edge cases Serializer rewrite 4 Writer works InternalGenerated boilerplate Fill ReadObject/WriteObject No need for constructors, type can be worked out Enum serializer Color Serialize Write object type identifier Only visit assemblies once Default WantsMouse to true on HUD - stops cursor locking when loading refactor Cleaning codegen Removing Unused Reorganise Removing Unused Network Var Send Long/ULong serialize Make classes partial where we have to Replicated vars partial class members RecvVar Handle generics Backing field fix Properties strip back StartClass/EndClass Properties CodeGen Update IProperty.cs Moved NetworkList so it can be codegenned SetPropertyValue SetPropertyJson GetValues GetPropertyValue using System.Collections.Generic Check for PropertyAttribute Mark classes deived from PropertyClient as partial Fixed empty switches Removed Unused Handle Replicated IProperty SendReplicatedProperty Fixed WriteObject not returning after success WriteObject give better errors if couldn't write object type Rpc Type Fix Replicated var fix Strip unused Generate static property array per class GetProperties() becomes Properties Addon fixes Remove unused Remove unused Throw error if replicated IProperty with setter Create initializer if IProperty without one BaseCombatPlayer.Ammo is IProperty Chat fix Merge branch 'de-codegen'
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1 Years Ago
Sbox Container
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1 Years Ago
Compile error
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1 Years Ago
Add LocalToComponentSpace node
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1 Years Ago
Add ComponentToLocalSpace node
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1 Years Ago
Add translation and scale params for modify bone node
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1 Years Ago
Add translation and scale to bone modify node
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1 Years Ago
Remove anim init and update callbacks, unused and slow
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1 Years Ago
Make sure CacheBones is called on anim nodes
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1 Years Ago
Start of modify bone anim node rewrite using skeletal control base Remove anim node initialize and update callbacks to managed (unused and probably very slow) Return default link node when managed node doesn't use one, which proxies through managed anim node (needs testing) Make sure to call evaluate component space for root anim node Add set bone name and rotation to modify bone node. Add modify bone definition. Add component pose input link for modify bone node
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1 Years Ago
Add defaults for BlendWeight and BlendDepth
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1 Years Ago
Add LayeredBoneBlend definition Add hold layer, blend with movement layer above spine
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1 Years Ago
Add crouch walk layer
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1 Years Ago
Add definition for state machine. Add run layer animdef. Separate walk and run layers into their own animdefs, main citizen animdef finds layers and uses them in a state machine Cache state machine layers so state can be controlled with Model.AnimState Add force bool to AnimState to bypass checking of current state (firing weapon before anim has completed etc)
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1 Years Ago
Chat fix
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1 Years Ago
Remove unused Throw error if replicated IProperty with setter Create initializer if IProperty without one BaseCombatPlayer.Ammo is IProperty
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1 Years Ago
Strip unused Generate static property array per class GetProperties() becomes Properties Addon fixes Remove unused
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1 Years Ago
Replicated var fix
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1 Years Ago
Rpc Type Fix
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1 Years Ago
Removed Unused Handle Replicated IProperty SendReplicatedProperty Fixed WriteObject not returning after success WriteObject give better errors if couldn't write object type
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1 Years Ago
Rename Gametile Game Tile styles
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1 Years Ago
Header styles Merge branch 'master' of SandboxGame
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1 Years Ago
base player noclip command toggle (to allow for bind v noclip)
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1 Years Ago
Fix user binds not saving to config
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1 Years Ago
Fixed empty switches
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1 Years Ago
SetPropertyValue SetPropertyJson GetValues GetPropertyValue using System.Collections.Generic Check for PropertyAttribute Mark classes deived from PropertyClient as partial
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1 Years Ago
Spacing and hovers
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