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13,850 Commits over 1,552 Days - 0.37cph!

4 Years Ago
DrawQuad and DrawIndexed in managed
4 Years Ago
Add ArgUShort to InteropGen. Bind 16 bit index buffer.
4 Years Ago
Added Entity.IsWorld DevCamera zoom Delete on touch Merge branch 'master' of sbox
4 Years Ago
Fix annoying assert in conical joint swing limit
4 Years Ago
Avoid using vector2 binds for now Add UIRender.DrawSetColor
4 Years Ago
Add UIRender.DrawQuad
4 Years Ago
Expose Entity.MoveType Set setting Pos on entity, move its physics too Added Entity.StartTouch, Touch, EndTouch callbacks Added PhysicsBody.Pos Beachball prop fixes so it works like a prop Touch tests
4 Years Ago
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
4 Years Ago
Ignore accesslist.txt
4 Years Ago
Delete build debris Update build order to build managed and run InteropGen first Ignore build debris
4 Years Ago
Show (Dynamic) Recompile Shader button in tools if the used material has shader sources, including from addons Add recompile active shader function to tools, add shader compile icon
4 Years Ago
Bind g_pNetworkClientService Fixed console commands from console or ui not forwarding to server
4 Years Ago
Added debug controls Merge branch 'master' of sbox
4 Years Ago
Disable P4 functions Make VCS writer aware of an addon and write it to the addon folder Build file array taking all GAME paths in consideration Generate a dummy .ini file in the target addon folder to signalize to shader processor Better format shader compile progress if we are compiling ingame, notify which addon the shader is compiling to Further improve ingame logging formatting for some things on vfxcompile Reload shaders after ingame shader compilation is finished Add ModName string specifier to vfxcompile dll header
4 Years Ago
Added CollisionProperty.GetCollisionBounds() Player Physics Hull to c#
4 Years Ago
Limit total ragdoll count, delete oldest
4 Years Ago
CollisionGroup get/set Added ModelEntity.GetModelName()
4 Years Ago
Make default gamemode sbdm Build-Game does build instead of rebuild Latest tools
4 Years Ago
Added PhysicsGroup.Pos, .MassCenter Switch to SpectateRagdollCamera on killed
4 Years Ago
CodeGen: Fix RPC with no args BecomeRagdollOnClient is an RPC that is called on killed
4 Years Ago
Added Entity.SetRagdollVelocityFrom( ent ) // revisit: maybe this should be on a RagdollHelper class or something rather than Entity where it won't ve usable 99% of the time
4 Years Ago
Added PhysicsBody.AngularVelocity Added Transform.TransformVector( localvec ) Set ragdoll bone velocity, angular velocity based on parent animation
4 Years Ago
InteropGen: generate GetManagedHandle to convert a class to a handle while dealing with nulls Added Transform constructor Added ModelEntity.GetBonePhysicsBody( boneid ) Added ModelEntity.ComputeBones( timeoffset ) Codegen
4 Years Ago
Enable fog entities that were ifdef'd out Create a UI render layer and call into managed from render thread
4 Years Ago
Exploring binding of IRenderContext
4 Years Ago
Added Entity.IsClientOnly Throw an exception if trying to delete an entity clientside and it's not a client only entity
4 Years Ago
HandleManager keeps a list of all the IHandleIndex'es and Clears them all at the end of the game Added GameLoop.LoopShutdown remove Debug
4 Years Ago
Ragdoll test Fixed camera lerping when switch to FirstPersonCamera Remove Unused Fixed server not unloading ConVars/Library at end of game Clean up Fixed network data writing inconsistency
4 Years Ago
Spaces to tabs
4 Years Ago
Initial support for weld and revolute joints
4 Years 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
4 Years Ago
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
4 Years Ago
Add vphysics/rubikon to sbox_game
4 Years Ago
Added Transform.WorldToLocal, Transform.LocalToWorld entity.CopyBonesFrom( ent )
4 Years Ago
Added DebugOverlay.Skeleton SetBoneTransform also sets the physics object tx if the bone has one
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Bind GetWorldspaceBones, GetBoneParent, GetBoneName Draw bones in dev camera
4 Years Ago
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
4 Years 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
4 Years 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
4 Years 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
4 Years Ago
Removing some more unused code
4 Years Ago
Fixed not overriding buttons properly
4 Years 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
4 Years Ago
Fixed infinite loop in Vector2 constructor Clear look input deltas if UI wants the mouse
4 Years Ago
Added Rotation.Angles() Pass ClientInput to Gamemode
4 Years 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
4 Years Ago
Noclip is now defined in managed https://files.facepunch.com/garry/58b93b13-1881-4008-b343-03e7e5f3d999.mp4 Merge branch 'master' of sbox
4 Years Ago
Clean up unused stuff from ShaderCompile_CompileShaders Merge branch 'master' of sbox