Vector2.Dot returns float
Vector3.Equals doesn't use AlmostEqual, but the == and != operators do
Move a bunch of stuff from Client to IClient, PlayerId is now SteamId
Client.Pawn is an IEntity
Game becomes GameController, added Sandbox.Game namespace
Move stuff from GameController to BaseGameController where possible
Remove Sandbox.Hooks
Rename CameraMode to CameraComponent
Make CameraSetup internal
Delete FixedCamera.cs
Delete LookAtCamera.cs
Obsolete [UseTemplate] so we appreciate the scope of removing it
Move Event.Frame to Event.Client.Frame, add ToolEvent.Frame
Add Event.Client.PreCamera, PostCamera
Move Event.BuildInput to Event.Client.BuildInput
Move default BuildInput to internal BaseGameController
Rename files to match new classnames
GameController becomes GameManager
Delete CameraSetup
Delete CurrentView
Use Map.Camera in place of CurrentView
Remove dof and motionblur from ViewDesc
Delete BrushEntity.Solid (was obsolete)
SurroundingBoundsType.Obb => SurroundingBoundsType.OBB
Use RangedFloat in SoundEvent resource
This change will make existing assets lose their PitchRandom/VolumeRandom until updated
Move GlobalRpcHandler to Sandbox.Internal
Make Sound.Index internal
Hide Prediction.CommandsAcknowledged/LastExecutedPacketNum
Move QTextBlock to Tools namespace
Rename ModelDoc namespace to Sandbox.ModelEditor
Also moved all ModelDoc node classes to Sandbox.ModelEditor.Nodes
Renamed ModelDocAttributes.cs to ModelEditorAttributes.cs
Delete Sandbox.ConstantBuffer (obsolete & unused)
Delete TriggerHurt and TriggerTeleport (obsolete aliases)
Delete TriggerMultiple.Wait (obsolete alias)
Delete ModelBreakPiece.CollisionGroupOverride (obsolete)
Delete CameraMode.DoFPoint/DoFBlurSize (obsolete)
Add Local.UserPreference.DefaultFieldOfView
Remove unused properties of Sandbox.Water
EnableShadows/EnableFog/EnableRefraction
Fixed main SceneCamera not controlling the render properly
Remove SharedRendering/SetDevLayer hack
Delete more obsoletes
Deleted PhysicsWorld.IsPointWater
Deleted Sandbox.Component.Glow.Active/RangeMin/RangeMax
Deleted FogStength from all light entities
Deleted OrthoLightEntity.UseFogNoShadows
Deleted Global.IsDedicatedServer/PhysicsSubSteps/PhysicsTimeScale
Deleted ScenePanel.CameraPosition/CameraRotation/FieldOfView/AmbientColor/ClearColor/ZNear/ZFar/DisablePostProcessing/SceneAttributes
Delete CameraComponent
DevCamera tweaks
Remove Map.Camera, add global Camera
Don't use EyeRotation for view angles - because it's laggy and fucked and I'm gonna remove it
Remove Entity.,EyePosition, Entity.EyeRotation, Entity.EyeLocalPosition, Entity.EyeLocalRotation, Added Entity.GetAimRay()
Delete StandardPlayerAnimator, PawnAnimator
Refactoring
Cleaning
Notes for future
Remove unsued
Merge remote-tracking branch 'origin/pain-day-rubat1' into engine-refactor-1
Rename SurroundingBoundsType.OBB to SurroundingBoundsType.Object, comment out unused
Remove now unused constant buffer binds
Defaults for main camera
Minimal template fixes
Reduce default vertex size
Move some stuff from base addon into the game dll
protocol++
Add prediction tolerance to m_vecOrigin
Split base and compiled assembly again
Only compile base addon if we're a runtime game
Remove debug
Remove rest of fov hacking code, add Screen.CreateVerticalFieldOfView
Update TransformTest.cs
Fix Gamemode download unit test to use new assembly schema
Disable tests that are too much work to get working yet
Don't allow LocalScale < 0
Don't complain about TaskCanceledException on game shutdown
Add Copy To Clipboard button to Stack property
Add facepunch.unicycle_frenzy to test
Lets mark a bunch of stuff as obsoleted so people aren't surprised
Set default FOV back
Merge pull request #669 from Facepunch/engine-refactor-1
orgs/sboxgame/discussions/2652