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3,194 Commits over 944 Days - 0.14cph!
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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
Remove all the generated files that have absolute paths in them
Missed a project file change
Update CodeSandbox, whitelist some more things, enable sandboxing on some addons
- SourceImport
- Sandbox
- QFusion
- Citizen
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
Update CodeSandbox to fix verification failures on some initonly fields (readonly)
Move clothing json from dresser to citizen
Add NotifyCollisionImpacts to entities to avoid sending collision impacts to managed when they're not wanted
Update CodeSandbox with fix for dependency addons being considered blacklisted
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
Trace foot IK properly and calculate IK rotation
Add LegIK callback so that IK transforms can be calculated
Merge
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix possible linker error in shipping build
Support direct IK transform instead of using an IK bone
Add LegIK anim node
Test leg IK
Add LookUpAxis to LookAt node
Attach rifle to player model to test hold types
Apply look layer to hold layer. Fix LayeredBoneBlend not caching bones
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'
Add LocalToComponentSpace node
Add ComponentToLocalSpace node
Add translation and scale params for modify bone node
Add translation and scale to bone modify node
Remove anim init and update callbacks, unused and slow
Make sure CacheBones is called on anim nodes
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
Add defaults for BlendWeight and BlendDepth
Add LayeredBoneBlend definition
Add hold layer, blend with movement layer above spine
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)
Rename Gametile
Game Tile styles
Header styles
Merge branch 'master' of SandboxGame
base player noclip command toggle (to allow for bind v noclip)
Fix user binds not saving to config
Use generics for anim parameters
Cache result node in anim def context incase result is fetched multiple times
Remove name from find layer, not needed
Support wildcard animdef includes in layers array
Use path stack when finding included animdef files
Fix NRE when trying to add null animation from animdef
Allow relative animation paths
Only add animations with unique name
Default values for sequence layer def when there's no json for them
Add newclient command bound to F5 (Opens a new process and connects to current server)