18,308 Commits over 3,714 Days - 0.21cph!
CharacterController use sync vars
Remove INetworkSerializable
Put Sync updates on regular network update
Rename old NetworkTable to StringTable
NetworkTable registration inserts entry
Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode
RigidBody uses SyncVars instead of INetworkSerializable
We do already have a break sound, 10 lines down from where I added a new one
Add shooter decals to some scenes
DamageInfo into namespace
Don't throw a ton of errors when we run out of voices
Add surface sound for break (I got a feeling we already have this somewhere)
PhysicsShape.Surface returns null less often
Add GameObjectSystem.Stage.FinishUpdate
Rename PhysicsBodyComponent.cs to PhysicsBodyExtensions.cs
Add PhysicsShape.PlayCollisionSound, PlayFootstepSound, PlayFootLandSound, PlayFootLaunchSound
Add CollisionSoundSystem
Collision Event System automatically calls into CollisionSoundSystem
Add RigidbodyFlags
Update sentry DSN
Fix NRE in rigidbody
Add Component.IDamageable and DamageInfo
Remove currently unused properties from ModelPropData
Component.Flags is now a ComponentFlags
Add GameObjectFlags.DontDestroyOnLoad (not implemented)
Fix double IDamageable
Add DestroyOnEnd to ParticleEmitter
Hide SceneObject in ParticleSpriteRenderer if no particles to render
Particle collision uses scene trace
SceneCamera.Tonemap not enabled by default
Fix model rendering bounds
Call ForceFlushGPU when rendering to pixmap
Add Layout.SizeConstraint
FixedWidth and FixedHeight operate propertly, added FixedSize
Fix ControlWidget's layout expanding vertically
Add trigger to trace scene
Should fix errors when a GameObject is marked as no save
Fix MaximumWidth/Height swap
Change vmdl_c to vmdl in Model.Load
Convert ITags to an abstract class
Rewrote Qt widget layout implementation so that SizeMode works and makes more sense
Recover the scene camera if its position is NaN
Add ITagSet.HasAny, HasAll that take ITagSet
Added GameTags.Flush - to manually update the flags instead of waiting for the next frame callback
Fix warning
Add missing methods to TagSet, GameTags
Properly hide GameObjectFlags.Hidden in gameobject tree
Remove unused
Fix scene warnings
Remove Camera class
Fix documentation
ComponetList uses component.Active instead of component.Enabled to determine active status
Remove debug logs
Fix interopsystem convar names
Fix crash when rendering to pixmap
Traces don't hit triggers by default, need to explicitly request it to hit triggers. Ripped out a bunch of unused stuff.
RenderToPixmap is a shit load faster
Remove redundant CToolsRenderScope
Fix component context menus being modal, not preventing gameobject context menu popup
Fix component "paste values" not working
Fix TreeView being empty when scroll forced to top due to item changes
Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)
InteropGen - assert to make sure accessor's a not null
Remove SceneCamera.IsMainCamera
Add Scene.Camera (returns best, mainest camera)
Add Scene.Camera unit test
Added CameraComponent.PointToScreenNormal, PointToScreenPixels, ScreenPixelToRay, ScreenNormalToRay
Make stuff use Scene.Camera instead of Camera.Main
Remove some Camera members
Remove some functions from Screen
Compile fix
Switch to map if already loaded
Initial commit
Initial commit
use facepunch.walker as maplist game
Don't load any game addons during editor startup
Add Preferences class with sensitivity and fov
Input uses sensitivity preference
CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy
CharacterControllerHelper uses SceneTrace
Link to new documentation on the welcome screen
Fix CitizenAnimationHelper NRE's
Handle func_brush creation
Handle prop_physics etc
Framing a GameObject switches to SceneView
Add GameObjectFlags.Deserializing when deserializing
Fix performance hit by setting SceneObject properties unnecessarily
Only draw envmap bbox when selected
Scene.GetAllComponents<T> can find interfaces
Use GetAllComponents where we were doing recursive ActiveScene.Components.GetAll
Removed SceneObject.Angles (Rotation works exactly the same)
Don't render game view when not visible (fixed)
Add InitializeFromLegacy for SkyBox2D
Add InitializeFromLegacy for VolumetricFogVolume
Add InitializeFromLegacy for EnvmapProbe
Handle env_combined_light_probe_volume
Guard unnessecary transform change in managed instead of native
Add launcher tag if using launchMode Launcher
Smaller PackageCard
Add Maps List
Fix hitbox GameObject weirdness
Don't trim Label content
Add Button.Disabled
Delete FormGroup.razor
Clean CreateGameModal (refactoring to Launcher)
Add Launcher to project Launch mode