13,525 Commits over 1,522 Days - 0.37cph!
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
Added RPG to CitizenAnimationHelper.cs
Citizen: added set of RPG poses & attack animations
(Animgraph implementation commit pending.)
Don't create two layers of labels with `<label>my label</label>`, use SetContent when the parent is already a Label
https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_D56rKvVnw8.png to https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_7vvAVe4OwM.png
Allow manually networking structs via INetworkSerializer
This is useful for structs that cannot be automatically networked due to nullable types.
Make EntityTarget struct networkable
Switch ParticleSystemEntity to create effects clientside
Fixes issues for players joining a server after particles are toggled on or off and not seeing them
Handle potential NRE in BasePathNodeEntity
Fix ButtonGroup deleting its buttons + potential NRE
Added developer settings category
New Clothing Piece! - Loose Jeans
https://files.facepunch.com/daniel/1b0111b1/loose_jeans_textures.png
LODs and skinning adjustments coming ASAP.
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Fix LobbyAd NRE - add fallback to inform users that a lobby no longer exists
Fix remainder of debug vis on Material API shaders
Recompile blendable with debug vis support
https://i.imgur.com/KcF0ZV0.png
Revert 1D blend changes - it's fucked
Settings menu improvements (#770)
* ButtonGroup can hold a value and treated as a form option
* Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup
* Each settings page has its own Restore Default/Cancel/Save Changes button
* Fixed Save Changes button not highlighting when things are changed
* Implement Restore Default action for all settings
* Added .is-label to Glass styles, used it for settings labels
* Stage keybind changes and only applied after pressing Save Changes
Added way to ignore assemblies by name in hotloads
Ignore Sandbox.Tools during client / server / menu hotloads
Fixes #765
Documentation pass
Internalize some methods
EntityComponent.ResetComponentId
ScreenEffects.VignetteSettings.Apply
Remove pointless IEntity overrides in Entity
So that Entity can get IEntity's docs without extra work
Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4
ModelDoc: Copy bone merged flexes from parent
Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4
Added failing test for hotloading constructed generic MethodInfos
Fixed hotloading generic MethodInfos
Added extra test for MethodInfos with generic declaring types
Added more delegate hotloading tests, one failing
Fixed hotload case with lambdas in generic declaring type
Fixes #759
Oops, Refresh was renamed RefreshData sometime today
Request lobby data of advertised lobbies in chat so they stop appearing untilted
Don't mount local map projects when running the packaged version
Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4
Citizen/animgraph: some readability clean-up (node names, comments...)
Fixed particles not going to sleep properly
Now happens after the 10 second delay of not rendering like expected
Setting a control point on a particle system wakes it up
Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds.
Do not error when precipitation volume entity is given empty particle paths
Stop looping sounds on destruction of the sound entities
snd_event_alignedbox and snd_event_point specifically
Remove OpenGL only IVfx::GetDriverInfo()
Remove few remaining referenecs to vfx_dx9 and vfx_gl
Remove GLSL and HLSL3 from the HLSL annotation parser
Delete vfx_gl vfx_dx9 files
Don't need per vfx generated antlr code or intermediate dirs
vfx cleanup, get rid of vmpi from vfxc and other shit
Restore coreclr AMSI patch with new hostfxr init
Social: Fixed newest chat overlay message showing the wrong message, or no data at all
When joining from a gamelobby invite, navigate to /lobby/front
Fixed incorrect arguments for gamelobby.invite
Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay
Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged
Use nethost to locate the dotnet installation
Upload symbols last
Add install script
Make error nicer
Fetch news dynamically on the main menu
Initialize using hostfxr, Interop is c# dominant
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals
Menu: Scheduled Events (#750)
- Added events widget to main menu based on data from https://asset.party
Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Add cache for lobby member counts - should stop it taking up a bunch of frame time
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
Manually update presence when we get ServerInformation, fixes rich presence not being updated when joining existing servers
Support Rich Presence for active gameserver
Citizen/animgraph: added an additive pelvis component to locomotion leaning
Added tooltips to current game / map / addon rows, changed map row icon
Changed lobby frontpage style a bit, added with-hover so we get visual feedback on textentries
Minor changes to CurrentGame component, clicking current game / map will open package modal
Added disabled attribute to TextEntry