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sandbox's Introduction

THIS IS NOT THE REPOSITORY FOR S&BOX.

This is the repository for the 'sandbox' game specifically.

If you want to file issues regarding s&box itself, please go here:

https://github.com/sboxgame/issues/

sandbox's People

Contributors

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sandbox's Issues

`PawnController` constructor is spamming clientside

Hello,

Describe the bug
Like i said in early 2023 on Discord,

On sandbox, if you respawn your Pawn without changing his controller type (so if the controller is based on s&box PawnController code), the clientside constructor of the controller starts to create infinite spam in the console for his constructor.

I know all this stuff is indicated as deprecated but i'm still curious about this issue.

To Reproduce

  1. Download this sandbox game
  2. Add ConCmd.Admin to call Respawn() function
[ConCmd.Admin( "respawn" )]
static void TestRespawn()
{
	if ( ConsoleSystem.Caller.Pawn is SandboxPlayer basePlayer )
	{
		basePlayer.Respawn();
	}
}
  1. Add a Log for the PawnController constructor of the base addon :
public PawnController() {
	Log.Info("PawnController constructor");
}
  1. Start a sandbox game and call 3 times the new respawn command
  2. See that the Clientside constructor for PawnController start to be crazy

Old video on WalkController :
https://github.com/Facepunch/sandbox/assets/5229571/d99ddd8a-837b-437e-add4-95c9ef128935

Regards

Entering and leaving car entity makes Trigger volumes not consider players as clients

Trigger volumes, like the ones used for automated door systems on maps, will no longer detect players the moment they enter a car entity, and persists after they exit the car. It would seem that they are then not considered clients

To Reproduce

  1. Create a simple map with a trigger_multiple with toolstrigger texture, and tie it to an ent_door brush entity, use default spawnflag for the trigger_multiple set to clients only.
  2. Test the map in s&box to verify that you can enter the volume to move the door
  3. spawn a car and enter it
  4. while in the car, you will no longer activate the trigger_multiple
  5. exiting the car will still no longer allow you to activate the trigger
  6. typing kill in console fixes this and you are then considered human again

Expected behavior

I'm not sure what you would all prefer, but I think it would be neat if we were still considered clients if we were in vehicles, to allow for automated garage doors.
Either way, thanks!

Camera all weird and cant move!

I went into sandbox (and it's the same for every mode/game) and I was in VR mode but I couldn't move, shoot, change weapons or do anything with my Quest 2 Controllers! Any help is greatly appreciated!

Click on the middle mouse button to scroll

Many people use the middle mouse button to make a scroll. In some cases, it is faster and more convenient. You press the middle mouse button, and it becomes possible to adjust the scroll relative to moving the mouse up or down (either up or down scroll)

How it works using the browser example:

Example.mp4

game gives you noclip when colliding with objects in a certain way

Title says it all, console spits something like this out when it happens: "
02:47:00 engine/Engine No conversion from ehandle to string at the moment!
02:47:05 Client [SandboxPlayer 378] Prediction Error SandboxPlayer.EyeLocalRotation (-0.03166,0.16934,0.18102,0.96827 (predicted: -0.03249,0.16918,0.1858,0.96737) [tick:241]
02:47:11 Client [SandboxPlayer 378] Prediction Error SandboxPlayer.EyeLocalRotation (0.04299,0.69959,-0.04374,0.71191 (predicted: 0.04071,0.69973,-0.04143,0.71205) [tick:533]
"

2023-08-07.14-44-25.1.mov

Lights can be attached to players and sometimes it goes wrong

Describe the bug

In multiplayer, when using a light tool, lights can be attached to players. Sometimes, one side of the rope will be fixed at a point and the other side moves with the player.

To Reproduce

  1. play in multiplayer sandbox gamemode
  2. use Light tool on a player
  3. the problem reproduces

Expected behavior

Not able to use light tool on players or the light is fixed properly.

Media/Files

20220802193656

Additional context

No response

Test

Issues closed

Spawning certain items.

Items like tables and such dont spawn right since the legs are far away from the origin it grabs the top of the table instead and spawns it partly in the ground.

The left is how it spawns currently. Right is how it should spawn.
image

this issue i imagine would also occur with other models where the lowest hull is not near the centre.

Spawning from the origin probably also would not work well since some people make models with the origin in the exact centre of the model (for some reason)

server problem

every time i go to the server section of any game other than of saying 1 person is in the server it says -1 please fix this

Game crashes

Me and my friends game crashed randomly displaying this error message
image

What a error

The following errors were found when trying to load the project:

A 'using namespace' directive can only be applied to namespaces; 'Component' is a type not a namespace. Consider a 'using static' directive instead
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\tools\PhysGun.Effects.cs:2

The type or namespace name 'MenuSystem' does not exist in the namespace 'Sandbox' (are you missing an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Menu\MainMenu.razor:3

The type or namespace name 'DefaultGameMenu' does not exist in the namespace 'Sandbox.UI.GameMenu' (are you missing an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Menu\MainMenu.razor:7

The type or namespace name 'IUse' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\entities\ThrusterEntity.cs:5

The type or namespace name 'BaseCarriable' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Carriable.cs:4

The type or namespace name 'IUse' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Carriable.cs:4

The type or namespace name 'BaseWeapon' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Weapon.cs:5

The type or namespace name 'IUse' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Weapon.cs:5

The type or namespace name 'Entity' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Carriable.cs:23

Licensing

Hi, I stumbled upon this repository and, in short, I'm pretty hyped with the fact that you're flipping the script in game development and doing everything transparently from the absolute beginning. I've already had a few ideas in a few areas that I'd like to work on and/or experiment with and, as such, I am particularly curious as to what's going to happen with the code in the repository license-wise, particularly because this issue could get very convoluted as soon as people start getting involved; As far as I know (not a lawyer, but I've been involved in free software development and had to deal with issues that arose from licenses), it's technically illegal for people to create their own forks or make modifications, and incorporating changes made by other people could eventually get very messy legal-wise and bring a lot of avoidable frustration.

While that could be overlooked, just like your organization seems to have done in the past with other repositories, I was wondering whether you'd believe that it would be a good idea to "nip that whole thing in the bud" from the beginning and assign an OSI-approved license, a custom license (maybe a vanilla or slightly modified version of the 3-clause BSD license that aims to restrict distribution could work? I'm not sure about what your business model is, so I'm just throwing that idea around as an example.) or a Contributor License Agreement in order to clarify that "You can do whatever (or not), we can distribute and sell that thing, you retain the rights to your code (or not)."

Prop tab missing items

Not sure if it just hasn't been added yet or if it's broken, but the prop tab in the spawnmenu is missing any entries.

Spawn menu items not selectable behind chat messages

Describe the bug

In the spawn menu if you try to select items at the bottom left of the menu (S&Works tab currently has enough items to reproduce this) while people are talking in chat it blocks the items behind the chat boxes from being selected. Makes some items at the bottom of the list non-selectable in chatty servers.

To Reproduce

  • Load into a server
  • Send a message through the chat
  • Open the spawn menu and go to the S&Works tab
  • Try to click any items positioned behind the chat message

Expected behavior

Unless there's a reason to be able to click chat boxes, it'd be expected to be able to select the spawn menu item behind the message when mousing over it.

Media/Files

Note: Hard to see the highlighting on the item but it's the can on the bottom left.
20220730225854_1
20220730225859_1

Input system not accounting for deadzone in some cases

The axis' Input.Left and Input.Forward both don't take into account the stick's deadzone. If I very slowly move the stick out of the deadzone, the first value I get is something around 0.5f.
If I go into steam's controller config menu and increase the deadzone, the same test shows 0.8f. If I lower the deadzone, I get 0.2f

Changing between an Xbox Series X controller and a PlayStation 5 controller show different numbers as they have different deadzone settings within Steam.

At least one other user, WYVERN, was unable to reproduce this issue and their Input axis' appears to be normalized between the inner and outer deadzone on their controller.

Gravity Gun allows player to go through unbroken glass

Describe the bug

Gravity Gun alt-fire allows player to move through glass, ignoring collision

Note: I know you guys already mentioned not worrying too much about this gamemode, but since I couldn't figure out if this is gamemode related or something else (glass entity maybe?), I'll leave it here case it helps at some point.
Hopefully it isn't big deal

To Reproduce

  1. Go to multiplayer sandbox gamemode, map construct
  2. Switch to gravity gun
  3. Place any physics object behind an intact breakable glass
  4. Aim at the object and start pulling it with alt-fire button
  5. While doing step above, attempt to move towards glass
  6. Results in glass not being solid for player until alt-fire button is released or player stops aiming at the object behind glass

Media/Files

n/a

Additional context

No response

Will it be in s&box?

  1. Big maps?
  2. Can I Monitization my content? For example, to make a paid mode?
  3. Will there be level streaming?
  4. Will there be an increase in light with shadows greater than 16? You are welcome.
  5. Will forward+ be used?
  6. Will there be a transition to float64? As far as I know now, it's float32.

Hammer Custom Asset Dragging Issue

When dragging a model out of the Asset Browser in Hammer, some assets don't appear to drag out correctly. They did previously but something has changed that broke the functionality. Some of our models do work and we're not sure why.

It appears to be an issue only with local/custom assets. Asset.party assets drag out just fine, and we're able to drag some of our custom models but not others. We have not yet been able to find a difference between the ones that can and the ones that can't.

Here's a short video of the issue:
https://user-images.githubusercontent.com/8369707/201713208-13865131-a58f-48e6-a8e3-2d96569b95e9.mp4

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