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252 Commits over 61 Days - 0.17cph!

Today
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
Today
Clean up unused stuff from ShaderCompile_CompileShaders Merge branch 'master' of sbox
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Today
Fixed duck view offset
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Today
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
Today
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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Today
Update testmap Ducking
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Today
Added DebugOverlay.ScreenText Fixed player getting stuck in corner
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Yesterday
Moved 'kill' convar to managed
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Sam
Yesterday
Correctly state which addon a shader comes from for tools
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Sam
Yesterday
Clean up how vcs shaders are loaded
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4 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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4 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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4 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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4 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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5 Days Ago
Skip trying to download files if we're a listen server host
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5 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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5 Days Ago
Clean/Document StandardPlayerAnimator
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5 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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5 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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6 Days Ago
Add body groups to citizen, add ModelEntity.SetBodygroup
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6 Days Ago
Jump/Air anim
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6 Days Ago
Added Rotation.LookAt 😅 Keep player model upright Don't SetLocalAngles in c_baseplayer
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6 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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7 Days Ago
Update AnimatingEntity.cs Set SUPPORTS_ANIM_GRAPH 1
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7 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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7 Days Ago
Don't get stuck in the ceiling Added TraceResult.SurfaceFriction CMoveData, IGameMovement no longer needed WalkController Clean
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7 Days Ago
Removed AirAccelerate, Accelerate can do it tweak model sizes/physics testmap update Merge branch 'master' of sbox
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Sam
7 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
7 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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7 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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7 Days Ago
Trace can take mins/maxs Real player body size Switch DebugOverlay to use ISceneViewDebugOverlays directly
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8 Days Ago
UserInput has Pressed( button) and Released( button ) Walk Controller ported (missing swim and ladder)
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8 Days Ago
Bound DebugOverlay (partially)
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8 Days Ago
Adding GroundEntity, BaseVelocity to PlayerController Update WalkController.cs
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8 Days Ago
Bind GroundEntity, BaseVelocity
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8 Days Ago
Deathmatch gamemode base Walk move foundation
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8 Days Ago
Fixed ProjectGen not finding dependancy projects if caps different
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8 Days Ago
Fixed ProjectGen not loading .addon config properly
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8 Days Ago
List gamemodes on menu (temporary development shit)
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9 Days Ago
Dependancy resolution can be simpler now
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9 Days Ago
Dropped .code (compiler config) .addon config contains dependancy info Initializing addon code doesn't mark for compile For now, client mounts all addons when joining a server Addon directly sets compiler dependancies
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9 Days Ago
FileSystem.ReadJson - allow comments, ignore case, allow trailing commas AddonConfig contains Gamemode definitions Use Gamemode Name from ConVar
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10 Days Ago
Add Rotation.Identity
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10 Days Ago
Whitelist RuntimeHelpers.InitializeArray
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10 Days Ago
Procedural model experiments
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10 Days Ago
Rotate bindpose when using import rotation. Set import rotation to zero to avoid nan values.
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11 Days Ago
Player networks their own name Removed playerresource Don't set up physics by default on all ModelEntitys Fixed button definitions not matching engine SoundEvent can define volume (temporary) Update FlyingController.cs
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11 Days Ago
Fix import rotation crashing with bones
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11 Days Ago
Exporter updates
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11 Days Ago
Added import fbx rotation Rotate a couple of models to test
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