Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Destroy client side children on non client only entities
Only delete children if they're client only
Add BlendIndices and BlendWeights vertex attribute type
Finalize modelbuilder properly
Forgot about this
Merge branch 'master' of sbox
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Changed unit sound volume to 0.5 for each one. Added the BaseGrenadeAbility and MolotivAbility and updated Grenadier to have it. Fixed namespace issues. Fixed issues with units not interacting with target buildings due to collision size changes.
Merge branch 'master' of sbox-rts