19,505 Commits over 3,990 Days - 0.20cph!
Remove old dedicated textconsole
Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
Add warning if we got a reconnect message not from the host
Always show full exceptions to admins
Fix water shader scene name
Use Preferences.FieldOfView (fixes sbox-deathmatch/issues/44)
Halve explosion screen shake
Add kill command
Add giveall command
Add map command
Only print Building network files if we're building them
Add SBDM dedicated server launch option
Clean server startup, move command line convar setting logic
Make IRenderDevice.IsEmptyAPI const
Move network thread to Networking class, prevent crash on dedicated server close
Fix Game.Load not working because old game didn't close in time
Less recoil
Update gauss_impact.prefab
Clean up ParticleFloat parsing
Fix gradient error
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
Add sbdm.cheatmode, don't start with all weapons
Tweak player controller acceleration
Add PlayerController.AccelerationTime , DeaccelerationTime
Switch game on end
Hide warmup if GameConfig.GameLoop is false
Add spawncam to quicktest
Reduce playercontroller animator leaning a bit
Add Game.Load( gameident ), client reconnect
Allow turning off the gameloop with sbdm.gameloop 0
Tweak gauss impact
Game loop
Serialize ParticleFloat manually, so we can read as a constant float
ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
Add DebugOverlaySystem.ScreenText
Fix NRE in PlayerDamageIndicators when no attacker
Gauss impact effect
Tweak glock and mp5 recoil effects
Halve explosion shake duration
Add CameraSetup component to control camera effects better
Apply env shake using ICameraSetup, so we still shake even if we don't have a player
Place viewmodel using ICameraSetup, applies camera shake to viewmodel
Move camera shake effects to a GameSystem
Ignore null GameSystem's when shutting down - it might be null due to hotloading
Add PlayerController.IEvents.OnJumped
Fix error when updating docs
Fix user not changing when changing pages (fixes sbox-issues/issues/7332)
Fix some types not showing on index
Fix asset license selection (fixes sbox-issues/issues/6835)
Add EnvShake component, add it to explosion and rpg projectile
Add WithAimCone extensions
Add radius to glock, python, mp5 weapons
Lets use a light for the rpg laser pointer
Add TemporaryEffect.CreateOrphans
Sex up the rpg projectile
Tweak gauss tracer, aimcone, give weapon icon
Add GameConfig
Add BaseCarryable.SwitchAway()
Satchel fixup
Fix exception when changing weapons
Tripmine placing cleanup
Fix tripmine damaging you whetever you stand
Broadcast tripmine explosion
Fix tripmine not activating if its laser didn't hit anything, clean up
Fix tripmine being triggered on spawn
Run by default, shift is walk
Add PlayerController.RunByDefault , PlayerController.AltMoveButton
Tweak tripmine laser, colors
Add Capsule and Line to TypeLibrary
Add ConVar flags
Remove dead code
Route console commands from engine to managed
No need to register convars with engine, we are the owner now
Strip command buffer running, aliasing
Store native console commands, everything works again
Native console command help etc
print variable value when no arguments
Move "find" to c#, add ConvarFlags.Hidden
Autocomplete is all c#
Remove IConfigurationSystem
Remove CommandTarget_t, InputCommandSource_t
Don't need these hacks to create SceneNetworkSystem anymore
Remove more unused convar code
Replicated convars stringtable
Capture native convars more reliably, without having to query
Userdata convars
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Remove FCVAR_RELEASE
WrapepdPropertySet provides a Getter, to get the current value
Include all attributes with wrapped properties, no just the codegen attributes
ConvarSystem.SetValue always takes a string value instead of object
Only set native convar if value is different
Move sv_cheats to game code, so it gets codegen
Always register sbox.game assembly with convar system
Only set managed convar value if value changed
Placeholder to return replicated values for convar
Call ConVarSystem.OnConVarChanged when managed convar changes
Native convars call OnConVarChanged
Rename ConvarFlags to ConVarFlags
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
Remove FCVAR_RELEASE
WrapepdPropertySet provides a Getter, to get the current value
Include all attributes with wrapped properties, no just the codegen attributes
ConvarSystem.SetValue always takes a string value instead of object
Only set native convar if value is different
Move sv_cheats to game code, so it gets codegen
Always register sbox.game assembly with convar system
Only set managed convar value if value changed
Placeholder to return replicated values for convar
Call ConVarSystem.OnConVarChanged when managed convar changes
Native convars call OnConVarChanged
Rename ConvarFlags to ConVarFlags
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
Don't need these hacks to create SceneNetworkSystem anymore
Remove more unused convar code
Replicated convars stringtable
Capture native convars more reliably, without having to query
Remove IConfigurationSystem
Remove CommandTarget_t, InputCommandSource_t
Native console command help etc
print variable value when no arguments
Move "find" to c#, add ConvarFlags.Hidden
Add ConVar flags
Remove dead code
Route console commands from engine to managed
No need to register convars with engine, we are the owner now
Strip command buffer running, aliasing
Store native console commands, everything works again
Split menu convars to MenuConVar, MenuConCmd
Move language convar to engine