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3,176 Commits over 395 Days - 0.34cph!

22 Days Ago
Let's not fuck up this branch this time Add TwitchAPI.CreatePoll Add TwitchAPI.EndPoll Add TwitchAPI.CreatePrediction, TwitchAPI.EndPrediction Have lock, cancel and resolve prediction functions, more clear than an enum for each end status Stream.OnChat library method instead of event system CommandAttribute Sandbox.Streaming.StreamClient to Sandbox.Stream Add Sandbox.Stream.IsActive Add channel modify functions to Sandbox.Stream Internal twitchapi Refractor so that TwitchService handles client and api Implement Sandbox.Stream.GetUser internal Stream.Connect and Stream.Disconnect, auto connect to twitch service on loop init Optional channel param in Stream.SendMessage, sends to your own channel if non specified Add Stream.GetUserFollowing and Stream.GetUserFollowers Add Stream.GetBroadcast Add Stream.GetChannel Deserialize poll response Add Stream.CreatePoll, Stream.EndPoll Document all public Sandbox.Stream functions Move stream events under Sandbox.Stream instead of Sandbox.Event Deserialize prediction response Add prediction to api Add summary to all stream events Move IRCMessage to StreamChatMessage constructor Parse any time response data to DateTimeOffset Change channel modify functions to properties Merge BanUser and Timeout user, the only difference is perm ban or timed ban, clarify this in the summary Move get following/followers to StreamUser Optional username param for GetUser Add StreamPoll.End Move prediction lock/cancel/resolve to StreamPrediction internal set StreamPrediction properties internal set StreamPoll properties internal set StreamUser properties internal set StreamChannel properties internal set StreamBroadcast and StreamChatMessage properties internal set StreamUserFollow properties Remove OnChat callback, dealing with chat commands should be dealt with addon level Move Sandbox.Stream to sandbox.engine so multiple connections aren't made for menu, client, server Remove stream connected/disconnect events for now, doesn't make much sense currently Add StreamUser.Channel and StreamUser.Broadcast Add Stream.GetBroadcasts (from game_id) Add Stream.GetGame (from game name) Update Stream.cs Add StreamGame.Broadcasts Init stream service in MenuInterface.Init. Connect/Disconnect stream service in GameLoop Add MenuTools.SetStreamService Save stream service type to cookies Check websocket is valid before trying to join/leave channel Make Stream.Init awaitable so menu can know if it failed Only proceed with irc login if websocket connected, try a reconnect if it fails to connect Add StreamUser.CreateClip Add StreamUser.CreatePrediction Add StreamUser.CreatePrediction Add StreamUser.CreatePoll Add StreamUser.Ban, StreamUser.Unban Keep track of all the chat channels we're in Rename Sandbox.Stream to Sandbox.Streamer Remove automatic connect/disconnect in game loop, move to menu commands AssertMenu in SetStreamService Don't run events in server context Remove debug logs Sandbox.Streamer front to Sandbox.Engine.Streamer to ensure API can only run on menu or client Move StreamChatMessage to Sandbox.Engine, fixes issue with events Missed some asserts Remove websocket copy Move interfaces to their own files Merge pull request #28 from Facepunch/streaming Initial streaming api
22 Days Ago
Component Add/Remove Added Components.Get, TryGet Add Components.GetAll<T> Add Components.GetOrCreate<T>() Make Event system more resilient to registering/unregistering events during an event Added Component.Enabled Components.Get<T> - T doesn't have to be a component (makes interfaces work) Simplifying network data, can have lists in Network classes, and Network classes in Network classes Remove bullshit from NetRead Support [Net] nullables Make networking classes a tiny bit more generic Components are networked properly Merge branch 'master' into components Store a game assembly hash, only read network data if assembly hash matches Don't clear embedded var values on hot reload UpdateHash after server compile BuildNetworkTable cleanup Refactoring cleanup Refactoring Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name Edge case Network variables are read when changed Merge branch 'components'
22 Days Ago
Network variables are read when changed
22 Days Ago
Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name Edge case
22 Days Ago
Refactoring
22 Days Ago
Fixed a crash in KeyValues3ToJson when given invalid KV3 data Error handling for FGDCurve, added IsValid, Mins, Maxs
23 Days Ago
Do not write a gamemode .fgd if it will contain no entities FGDCurve can be used in Assets (Added JSON deserializer)
23 Days Ago
Do not write a gamemode .fgd if the gamemode has no entities
23 Days Ago
FGDWriter strips away invalid symbols for baseproperties class
23 Days Ago
UpdateHash after server compile BuildNetworkTable cleanup Refactoring cleanup
23 Days Ago
Store a game assembly hash, only read network data if assembly hash matches Don't clear embedded var values on hot reload
23 Days Ago
ModelDoc: Warn if model has too many bodygroups Make tag list editor in Hammer take less space per tag Added Tags field to all entities in Hammer Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead Support for basic arrays in asset autofgd Fix Render.DrawScene exception returns wrong image format Added support for IList, List, IReadOnlyCollection to Asset autoFGD Added support for TagList in assets Added MathX.Remap Added curve support to custom Entity properties via FGDCurve class Merge branch 'master' into components
23 Days Ago
Added MathX.Remap Added curve support to custom Entity properties via FGDCurve class
23 Days Ago
Components are networked properly
24 Days Ago
Added support for IList, List, IReadOnlyCollection to Asset autoFGD Added support for TagList in assets
24 Days Ago
Support [Net] nullables Make networking classes a tiny bit more generic
24 Days Ago
Fix Render.DrawScene exception returns wrong image format
24 Days Ago
Remove bullshit from NetRead
24 Days Ago
Simplifying network data, can have lists in Network classes, and Network classes in Network classes
24 Days Ago
Added Tags field to all entities in Hammer Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead Support for basic arrays in asset autofgd
24 Days Ago
Move interfaces to their own files
24 Days Ago
Remove websocket copy
24 Days Ago
Missed some asserts
25 Days Ago
Make tag list editor in Hammer take less space per tag
25 Days Ago
Move StreamChatMessage to Sandbox.Engine, fixes issue with events
25 Days Ago
Sandbox.Streamer front to Sandbox.Engine.Streamer to ensure API can only run on menu or client
25 Days Ago
Added Components.Get, TryGet Add Components.GetAll<T> Add Components.GetOrCreate<T>() Make Event system more resilient to registering/unregistering events during an event Added Component.Enabled Components.Get<T> - T doesn't have to be a component (makes interfaces work)
25 Days Ago
ModelDoc: Warn if model has too many bodygroups
25 Days Ago
Component Add/Remove
25 Days Ago
Cleaned Entity constructor, readonly accessors Call frame event after RenderGameSystem so we can override SceneObject params on ModelEntity etc
25 Days Ago
AssertMenu in SetStreamService Don't run events in server context Remove debug logs
25 Days Ago
Fix internal IsVrUser not working
25 Days Ago
Entity.EntityName becomes Entity.Name, is networked properly, has default value
Sam
25 Days Ago
Intial work on ShaderProc to pack shader headers
Sam
25 Days Ago
Iterate compute API Choose if SceneMonitorObject should render with HDR Matrix.ToString Assert only once if we are resolving outside the rect Add Render.ClipPlanes Iterate on compute API DispatchComputeShader on GameGlue for now User clipplanes on base shader
25 Days Ago
This might fix sbox-issues/issues/950 Merge branch 'master' of sbox
25 Days Ago
Restore documentation on EntityTags/TagList, fixed EntityTags.HasAny
25 Days Ago
Add Render.UI.Text( ... ) Add Texture.Size RenderState can be readonly Add Render.UI.Clip Remove performance rcon Fix spammy TextManager Merge branch 'master' of sbox Remove ITagList, TagList is a HashSet<string>
25 Days Ago
Also do not hide cordons with hide unselected that makes a selection set Fixed Undos not updating cordon visibility
25 Days Ago
Fixed asserts in Hammer with that uses RenderThickLine QuickHide Unselected doesn't hide cordons Previous caused everything to disappear which is clearly unhelpful
26 Days Ago
Added ITagList interface for TagList and Internal.EntityTags, Added ITagList.HasAny( ITagList ), ITagList.Toggle
26 Days Ago
Make escaping quotemarks in console commands work Fixes specially formatted chat messages breaking up, and other not yet encountered issues
26 Days Ago
Remove point_*command entities from the native code
26 Days Ago
Fixed a typo in Transform.Add docs Fixes sbox-issues/issues/939
26 Days Ago
Better No Authority exception I see improved performance with this disabled. Maybe we're doing something wrong - why has resource system got pending work all the time? Added Vector4.Zero, One and constructor to create via float Added Render.UI.Box, Render.UI.BoxWithBorder
27 Days Ago
Remove automatic connect/disconnect in game loop, move to menu commands
28 Days Ago
Rename Sandbox.Stream to Sandbox.Streamer
28 Days Ago
Don't do scrolling logic if not a scroller I don't think this TaskGroup stuff is useful in reality
28 Days Ago
Vector3.ToScreen calls into client realm if called from menu more IEntity properties Added BBox.Corners Added Rect.Add( Vector3 ) Disable Entity is too far from world AssertMsg Merge branch 'master' of sbox
28 Days Ago
Keep track of all the chat channels we're in