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13,465 Commits over 1,522 Days - 0.37cph!

4 Years Ago
updated asphalts material/textures
4 Years Ago
Delete the client's pawn on disconnect
4 Years Ago
Fix transforms again
4 Years Ago
Sea fix
4 Years Ago
Fix ghosting on text textures, optimize font smoothing as a combo
4 Years Ago
Added a (very naive) reproduction of the Source 1 "ikrule touch" feature for current holds
4 Years Ago
Polished 9-way walk
4 Years Ago
Construct .vmap Added Construct vmap + sky map Merge branch 'master' of sbox
4 Years Ago
Fixed dress model Fixed gloves Compiled gloves fixed bun hair variations Merge branch 'master' of sbox
4 Years Ago
Fix AuthorityCheck Merge branch 'master' of sbox
4 Years Ago
Fixed hold_R on Rust crossbow Merge branch 'master' of sbox
4 Years Ago
Do half aiming when no weapon
4 Years Ago
Set aimat_pos so player model aims
4 Years Ago
Speed up .HasAttribute Send Managed Class Ident as part of the entity serialization rather than as a datatable var Merge branch 'master' of sbox
4 Years Ago
Keep thin fonts sharp
4 Years Ago
Improve text rendering quality and subpixel antialias
4 Years Ago
Whitelist System.Text.StringBuilder Whitelist System.Decimal Whitelist SwitchExpressionException Whitelist TupleElementNamesAttribute
4 Years Ago
Whitelist range/index syntax stuff
4 Years Ago
Added BaseFileSystem.ReadAllBytes, ReadAllBytesAsync
4 Years Ago
Fixed possible overflow when allocating string for native Throw exception if trying to update disposed texture Fixed build input not being called on ActiveChild Add restrictions to NetList, NetRead
4 Years Ago
Made FindActiveCamera return an ICamera instead of a Camera
4 Years Ago
Update to 6.0.0-preview.3.21201.4 Fixed internal warnings Client RPCs are run in a nicer place (this might fix entities becoming offset on the client)
4 Years Ago
adding WIP brick trim and corner overlays Merge branch 'master' of sbox
4 Years Ago
Fix typo that slipped through last commit
4 Years Ago
Make TextureLoader.Image public as well
4 Years Ago
Fixed citizen hitbox surface type Remove unused Still network ModelEntities,even if rendering is turned off
4 Years Ago
Fixed Transform being fucked up because I'm a clumsy idiot
4 Years Ago
Add Player.OnActiveChildChanged
4 Years Ago
Make citizen material surface property flesh Didn't mean to leave this in
4 Years Ago
TransmitType.Culled renamed to TransmitType.Pvs Update managed parent information on entity created clientside Always network if an entity we own is the owner Make sure we can carry the entity before adding it to inventory
4 Years Ago
Mipmap ImageLoader images from URLs as well Make Sandbox.TextureLoader.Load public and allow decompressing procedural png/jpg Merge branch 'master' of sbox
4 Years Ago
Tweak how PhysicsTime is calculated Merge branch 'master' of sbox
4 Years Ago
Procedural blink machine + micro eye darts added to the Citizen animgraph Merge branch 'master' of sbox
4 Years Ago
Add Material.CreateCopy and Material.OverrideTexture
4 Years Ago
Generate mips from ImageLoader-created textures
4 Years Ago
Whitelist System.Private.CoreLib/System.ObsoleteAttribute
4 Years Ago
InteropGen - put native classes in order, least baseclasses first Engine - rename Player to Client Addon code prep Fov and Pawn Delete IFrameUpdate, IClientUpdate Add viewpos to usercmd Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did Remove FieldOfView from player, that was a mistake Add Client.Camera, cleanup Merge branch 'master' into player-client UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate Rename Player.cs to Client.cs Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity Client.Local => Local.Client Delete IPlayerControllable, Add Entity.Simulate( Client cl ) PlayerAnimator, PlayerController works again Removed BufferedActiveChild stuff Move PlayerAnimator and PlayerController to addons Setting Pawn also sets Owner Renamed OwnerEntity to Owner Add Entity.Input, Entity.Client If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion Moved Camera, CameraModifier to Addon Camera switching predicted properly, Camera.Activate/Deactivate called proper Fixed non networked [Predicted] variables thinking there were prediction errors Fixed health not being accessible clientside on non player entities EventSystem supports arguments Fix HasLocalPlayerOwner lying Run buildinput event from Game:BuildInput Restore nametag functionality Deleted BaseCamera, kill works again, fixed ragdollcamera Trimming unused Remove unused Remove unused Trim more unused player stuff Stripping player eyeangles/eyepos stuff No need to add Pawn to Client.Pv - it's added automatically Add Entity.EyePos, Entity.EyeRot Controllers,Cameras use EyePos, EyeRot again CamSetup has Viewer, ZNear, ZFar, Aspect Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition Fix PawnController.UpdateFromController Added FrameSimulate Keep user input up to date each frame Update ThirdPersonCamera.cs BasePlayer.CreateHull() Fixed ground entity not predicting on Entity Network BaseVelocity properly Only show managed prediction errors if cl_showerror > 0 Show origin prediction errors from all predicted entities Fix m_fFlags not being networked for all entities CNetworkQuantizedVector can get fucked BasePlayer.CreateHull Noclip works again Don't pass client around for purely clientside stuff like camera and input building Add Local.SteamId, Local.DisplayName Create SpawnPoint.cs Added Game.MoveToSpawnpoint( Entity pawn ) Remove GameBase.Current, add Game.Current Killfeed works again Fixed Client.All being empty (fixes chatbox etc) default v to +iv_voice, moved +iv_view to c Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties) Rename BasePlayer.cs to Player.cs Put PawnControllers in folder Delete IPlayerControllable.cs Cleaning Merge branch 'master' into player-client Merge fixes Bind F2 to devcam by default Fixed Use not working Added Entity.PostCameraSetup( ref CameraSetup setup ) Viewmodel Fov setup Remove ICarriable Add Local.Hud (RootPanel) Rename Hud to HudEntity<T> (T = RootPanel) Default RootPanel scale by screen height rather than screen width CameraModifier works again Rename HasLocalPlayerOwner to IsLocalPawn Rename Entity.Client to Entity.GetClientOwner() Added To class for RPC and ConCommand sends https://files.facepunch.com/garry/0d8c7cc3-96de-4e79-9410-69abedca6741.png Disable debug Update BaseWeapon description, telling people they don't have to use it Fix prediction errors showing when cl_showerror is 0 Move SimulateActiveChild to Player since it's a common useful thing Controller/Animator renames Fixed EventSystem exception when no arguments Changed how Entity.Input is treated on the backend Fixed Input.ActiveChild WorldPos, WorldRot, WorldScale => Position, Rotation, Scale Transform.Pos, .Rot now .Position, .Rotation PawnController.Pos to Position Merge branch 'master' into player-client https://docs.google.com/document/d/1LKmPYTqT3tmxmf0alSGvuoCZw26AnZ7zHibuao4cd54 Player client
4 Years Ago
Hammer: Add editortext helper
4 Years Ago
Allow meshes to be created with different prim types
4 Years Ago
Fix VertexBufferHandle.SetData
4 Years Ago
Disable joints motor mode by default
4 Years Ago
Applying temp solution for better arms aiming
4 Years Ago
Fixed hand IK chains
4 Years Ago
Add common funcs to all joint builders Add motor funcs for SphericalJointBuilder Add IsValid and Remove funcs on all joints
4 Years Ago
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs Merge branch 'master' of sbox
4 Years Ago
Set b_noclip in StandardPlayerAnimator
4 Years Ago
Fixed crouchwalk sidewards axis being reversed
4 Years Ago
Use Right for sidewards movements in StandardPlayerAnimator
4 Years Ago
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects) Merge branch 'master' of sbox
4 Years Ago
Falling animation