240,350 Commits over 3,867 Days - 2.59cph!
Citizen: improve airborne flailing (legs move more, and line up better with the direction input)
Fix viewpunch prediction errors when landing
Merged Pull Request
* Round down DGrid column/row sizes to get rid of 1 pixel gaps
Promote CameraComponent.AddHookAfterTransparent/AddHookBeforeOverlay to public so they can be used in games
Remove a couple of obsolete docs causing warnings
package/list accepts engineVersion
Update default editor layout
Get rid of Sandbox.Server and Sandbox.Client
Editor is included with game now
Scene editing widgets in addons/tools/
Rounding pixels to get rid from 1 pixel abnormal shift (#2034)
Fix can't inspect prefab files
Moved some stuff to engine
Add sprite shader
Move some editor stuff into Sandbox.Tools
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
player update, exported edited unarmed idle pose and edited rock and 2handed melee anim sets
Added optional vertical fade controls for quick wind attenuation (based on local space height)
Attempted to fix incorrect screen resolution when in editor
NetRead doesn't exist
Lets run unit tests without a window
Fixed build errors on BRZone shader
Fixed shiny stuff and reduced Rust/Standard variants another 23%
Remove decal_renderer from allshaders.txt
Stability when deserializing variables
Survive missing variable types
Stability when deserializing variables
Survive missing variable types
Ensured objects are enabled by default with optional disable
Optimised cache lookup
Added danger checks to objects in cache
Keep unknown inputs / outputs if linked
Keep unknown inputs / outputs if linked
rename pipeline to renderingpipeline_standard
Remove remaining VR references from pipeline, remove specialized viewmodel, monitor and 3d skybox rendering paths from it
Remove scenemonitor and dota planar reflection stuff
Move a bunch of stuff into Sandbox.Tools
Move a bunch of stuff into Sandbox.Tools
Give test-managed a 10 min timeout
This test relied on Entity properties
Fix tail/current seeking for files stored in VPK
TTT: Fix Turkish translation file
Added ENT:TranslateSchedule and ENT:OnStateChange for ai sents
Set default bind of "focus map" to `F`
Move bind to different realm so it doesn't overwrite flashlight button
▉▆▍▇██▇▋▌█▍▉▊█▌▌ ▆▊▆▉▋▄▉▉, ▌▊▇▌ ▌▍▇ ▌▉ ▅▅▅▌▆▉▅ ▋▄▉▍▊▅▉. ▊▌▅▄▌▇▅▆█▊▇█▌▄█▍ ▌▅▄▍▉▇ ▋▄▄ ▅▅▌▊▉▉▌▊▄ ▊▄▊▍▉▉█. ▌▋█▉▋▋▄▆ ▅▊▌ ▊▅ ▄▇▄▅.
Expose SceneNetworkSystem
Hack: Skip rendering to pixmap if framebuffer is 0x0
Move SceneFile to Engine (from Game)
Manually define RPCs
Ensure Paint is only ever used in main thread
Replace connect, disconnect, status commands
TTT: Fix Turkish translation file
Delete tons more Entity & Networking code
MethodBinder bug fix
Graph serialization determinism
Add MissingNodeDefinition, WIP guarentee round-trip serialization
GameObject tests moved to engine
Move GameObjects unit tests into engine, update unit test init code (actually opens the game window now, might fuck up CI)
Added ability to foldout main sections
Adding pass will foldout passes section automatically
RenderPass errors are now parsed and a popup dialog is presented
Stopping preview cannot be done unless a pass preview is ongoing
Processing parses is now handled by button
Strip C# Entity IO
Delete big chunks of entity networking, and stub a bunch of entities
Delete entities that will be prefabs
Delete base/Obsolete
Delete Net codegen
Remove old game templates (except minimal which won't work yet either)
Setup warning system
Display warnings for basic unset values
Get rid of newlines/tabs/returns when outputting logs to status bar
Moved Scene, Component, GameObject into engine