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284 Commits over 61 Days - 0.19cph!

3 Hours Ago
Initial support for weld and revolute joints
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5 Hours Ago
Cleaning Handle Stuff Allow Tasks/Await Handles for IPhysAggregateInstance (we're calling it PhysicsGroup) UTIL_Remove for client Added Entity.PhysicsGroup property PhysicsGroup class Interop: When getting a Handle class, we send native IntPtr but we recieve Handles Updating Binds Tests to see if accessing PhysicsGroup after entity is deleted causes a crash
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Today
Added PhysicsBody ManagedHandle Added PhysicsWorld ManagedContext Added ManagedContext, set it on created PhysicsWorld Interop: Allow multiple TypeNameAttribute Interop: Added [Handles attribute syntax (see engine\Definitions\readme.txt) Switched ManagedHandle to an int Made PhysicsBody a Handle type Ragdoll tweaks
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Today
Add vphysics/rubikon to sbox_game
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Today
Added Transform.WorldToLocal, Transform.LocalToWorld entity.CopyBonesFrom( ent )
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Today
Added DebugOverlay.Skeleton SetBoneTransform also sets the physics object tx if the bone has one
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Yesterday
Rename EngineEntityBase to NativeEntityClass to avoid ambigiuty Can create pure clientside entities Updated all Lerp/Slerp functions to have an optional clamp param, defaulted to true Proper versions of Set/GetBoneTransform Fixed AnimEntity NativeEntityClass Wip test code Merge branch 'master' of sbox
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Sam
Yesterday
Don't assert when Qt can't enumerate a special font family Merge branch 'master' of sbox Merge branch 'master' of sbox Yank DX9 and other unused stuff, better format groups.vpc Remove conflicting shaders from core/ Disable SM3_0 compilation entirely and conditionally ignore non-SM5_0 shaders Fix addon path on ReadVfxFile being inverted Use addon-aware ReadVfxFile method for VFX Compile Helpers Cleanup Merge branch 'master' of sbox
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Yesterday
Bind GetWorldspaceBones, GetBoneParent, GetBoneName Draw bones in dev camera
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Yesterday
Added constructor to convert TransformUnaligned to a Transform Safe to assume SkeletonInstance exists, it's the default body component for model entity Tweaked fall anim to stop the head looking down Bind CGameSceneNode
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2 Days Ago
Added Transform (counterpark to CTransformUnaligned) Rotation equality Bind a bunch of skeleton stuff Create BoneFlags.cs Bind Transform Remove unused code Fixed ragdoll delayed render Update tools
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3 Days Ago
ModelDoc: Don't do ScaleAndMirror on any of the physics stuff. Their scaled sizes/positions aren't reflected in the modeldoc viewport - so end up being different scales to what you think!! Should we be disabling it like this or trying to reflecty the scale in the viewport? Bind CBaseAnimating BecomeRagdollOnClient Add ragdoll setup to citizen model (test) Become a ragdoll if Use pressed
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3 Days Ago
Toggle devcam with devcam command Added Rotation Up, Down Added Rotation.LookAt( Vector3 forward ) Camera.Activated when switching to it (allows initialization) Added DebugOverlay.Axis Added ModelEntity.OOBBox, CollisionPos, CollisionRot properties Fixed LastButtons getting stomped in ClientInput Update DevCamera.cs
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3 Days Ago
Removing some more unused code
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3 Days Ago
Fixed not overriding buttons properly
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3 Days Ago
Camera is primarily responsible for building ClientInput - but Gamemode, Player, Animator and Controller all get a go on it DebugCamera override BuildInput, prevent player input
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3 Days Ago
Fixed infinite loop in Vector2 constructor Clear look input deltas if UI wants the mouse
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3 Days Ago
Added Rotation.Angles() Pass ClientInput to Gamemode
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3 Days Ago
Updated default keys with controller binds Added Rotation +, *, -, FromAxis InteropGen - fixed accidentally hardcoded NativeEngine.ViewDesc in AsRef Bind ClientInput Changing these from static so we can access them in clientinput.cpp Hook input processing in CClientInput::ProcessInput use +iv_ binds Removed ambigious InputButton's (MoveLeft, MoveRight, Speed) Pass ButtonBits to ClientInput Delete clientinput_camera.cpp, clientinput_joystick.cpp, inputmovement.cpp/h Access iv's directly,. delete FindSource2ClientInputVar CalcButtonBits uses InputValueDigital's instead of kbutton_t No need for CLinkInputValuesToKButtons now Deleted kbutton_t Deleted legacy IN_ concommands Deleted a ton more redundancy input code
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4 Days Ago
Noclip is now defined in managed https://files.facepunch.com/garry/58b93b13-1881-4008-b343-03e7e5f3d999.mp4 Merge branch 'master' of sbox
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Sam
4 Days Ago
Clean up unused stuff from ShaderCompile_CompileShaders Merge branch 'master' of sbox
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4 Days Ago
Fixed duck view offset
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4 Days Ago
Increase model turn speed if ducked Fix WishVelocity calc testmap with duck jump tests Duck jumping Merge branch 'master' of sbox
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Sam
4 Days Ago
Move vfxcompile headers to Common fodler Make vfxcompile compile as an importable library Modify Vfxcompile to be hookable to materialsystem, expand methods to flexibilize how shaders will be compiled, add namespace to shared vfxcompile methods Add vfxcompile to materialsystem2 Expand shadercompile concommand, hook modified VFXCompile::CompileShaders method to it Merge branch 'master' of sbox
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5 Days Ago
Update testmap Ducking
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5 Days Ago
Added DebugOverlay.ScreenText Fixed player getting stuck in corner
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5 Days Ago
Moved 'kill' convar to managed
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Sam
5 Days Ago
Correctly state which addon a shader comes from for tools
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Sam
5 Days Ago
Clean up how vcs shaders are loaded
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7 Days Ago
Added basic third person camera Toggle first/third camera with mouse2 Start on DebugCamera - switch to it using E
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7 Days Ago
Added CRenderComponent.SetClientAllowDraw (this component is networked so calling SetRenderingEnabled clientside gets stomped) Added Viewer property to Camera Simplify C_BaseEntity::UpdateVisibility Call UpdateVisibilityAllEntities when g_ViewEntity changes C_BaseEntity::ShouldDraw returns false if it's g_ViewEntity FirstPersonCamera test, show the player model when holding attack1
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8 Days Ago
net5 has problems with structs and [UnmanagedCallersOnly] - so pass as a IntPtr Unsafe.AsRef if var has flag asref Added ViewDesc shared struct Call GameLoop.GetView from SetUpView to set up the view params Added Camera class Added GetActiveCamera to Gamemode Added Camera property, GetActiveCamera to Player Added FirstPersonCamera Test gamemodes use FirstPersonCamera
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8 Days Ago
GameSceneNode: if in prespawn or no heirachy, redirect SetLocal* to SetAbs* [RISKY] Bind EntitySystem.ExecuteQueuedCreation Update gamescenenode.cpp We can use sizeof now instead of Marshal.SizeOf Fixed interop reporting struct size mismatch causing false subsequent mismatches
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8 Days Ago
Skip trying to download files if we're a listen server host
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8 Days Ago
Simple event system to allow PlayerController to store messages for PlayerAnimator (and Player if it wants them) Rotation.Clamp optional overload returns the amount clamped by Shuffle feet when rotating (disabled because no aniamtion for it)
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9 Days Ago
Clean/Document StandardPlayerAnimator
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9 Days Ago
Moved Player.Tick, Respawn, OnKilled to BasePlayer Added Rotation.Difference Added Rotation.Angle() Added Rotation.Slerp Added Rotation.Clamp Added PlayerAnimator system
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9 Days Ago
Added Entity.WorldToLocal( vec ) Made Player abstract, created BasePlayer in Sandbox.Base addon Output changed [Replicate] properties to the .codegen
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9 Days Ago
Add body groups to citizen, add ModelEntity.SetBodygroup
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9 Days Ago
Jump/Air anim
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9 Days Ago
Added Rotation.LookAt 😅 Keep player model upright Don't SetLocalAngles in c_baseplayer
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9 Days Ago
Binding a bunch of animgraph functions Fix crashes with bad animgraph input (ankles) Added basic walk animgraph for citizen Added Rotation.Inverse Added AnimatingEntity.SetAnimParam Renamed AnimatingEntity to AnimEntity Fixed UserInput forward/side/up not properly clamped Added temporary SetAnimParam to WalkController Players call AnimFrame on server after simulating Don't call animrame in WalkController
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10 Days Ago
Update AnimatingEntity.cs Set SUPPORTS_ANIM_GRAPH 1
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10 Days Ago
Run/Walk keys work Rename PlayerController.Run to PlayerController.Tick (avoid ambiguity) Add animationsystem to sbox_game Fix crash in CGroundIKSolveInstanceData Citizen animgraph start
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10 Days Ago
Don't get stuck in the ceiling Added TraceResult.SurfaceFriction CMoveData, IGameMovement no longer needed WalkController Clean
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10 Days Ago
Removed AirAccelerate, Accelerate can do it tweak model sizes/physics testmap update Merge branch 'master' of sbox
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Sam
11 Days Ago
Allow for shaders to be referenced or open from addons, modularize loaidng Initial methods to allow easy compilation of Vfx files in engine Reenable mat_reloadmaterials
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Sam
11 Days Ago
Add test shaders addon Add shadertest map, will be used in the long term for rendering reference Initial commit of user shader headers Merge branch 'master' of sbox
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11 Days Ago
Added ModelEntity.ViewOffset PlayerController can set the ViewOffset Don't try to rotate skeleton if it has no bones Gravity property TestMap update
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11 Days Ago
Trace can take mins/maxs Real player body size Switch DebugOverlay to use ISceneViewDebugOverlays directly
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