branchSandboxGame/mastercancel
438 Commits over 608 Days - 0.03cph!
Webcon fixes
Scroll to bottom when running a command
Key binds system, bind, unbindall, exec, binds, writebinds
Added "reload" command
Reloading map assets will reload the map brushes too
Merge branch 'master' of SandboxGame
Lights set defaults in constructors
Fixed main menu keyboard not working
Version vars
Delete children deletes Children instead of AttachedChildren
Renamed TextureRenderTarget to RenderTarget
RenderTexture inherits from Texture
Use exception.Message instead of "Unhandled exception in Task callback"
BaseWeapon is a MeshEntity
Set owner to attachment parent
Destroy children in engine, added exception for using destroyed entities, fixed some of those instances
Removing DestroyAllChildren to be sure it's the cause of the ensure
tab does the same as space in autocomplete
Destroy tweaks aimed at fixing the ensure
Detach as part of destroy
Moved consoleInput to its own component
Up/Down history
Autocomplete popup
Autocomplete selection
Space when autocomplete is selected inserts text
Partials, Ordering, Values
DestroyAllChildren no longer iterates all entities, Added Entity.Children, moved old Entity.Children to Attachments, moved where DestroyChildren is called
Throw exceptions if setting attachment/owner/parent on !Authority entities
Merge branch 'master' of SandboxGame
DEDICATEDSERVER should get defined now
Fixed point_spotlight getting flipped on client
Light properties should be replicated now
Fixed map normals, faked map tangent/binormal
Automatically deleting particle system
Flashlight
Added NetworkPriority
Lights replicate
Merge branch 'master' of SandboxGame
Possibly fixed quit on dedicated server
SpecialNamed assets
A special named asset is one that isn't on disk, but is referenced by a specific name.
For example, you might make a texture that is called "black", then you can load that
texture using normal Library.Get functions, which means you can reference "black" in
materials etc.
Added "MeshEntity" in Engine addon (replaces StaticMeshEntity)
BspMap importer sets brush models as SpecialNamed models
Updated ents to use MeshEntity instead of StaticMeshEntity
Added "quit" command
Removed lightmap hack from shader
Testing fix for client ip address
Don't try to play sounds on the dedicated server
Dedicated Server HUD fixes
Filled out math library
Lightmap filtering
UManagedLightmap
Merge branch 'master' of SandboxGame
FManagedMeshSceneProxy
Managed Lightmap
SetLightMap on AManagedStaticMesh
NoLights option
Apply lightmap if set
Wait for assets to load before entering world
html - load small files synchronously
Manager.EnterGame - a nice place to precache/finish loading
Use modifier keys with mouse
Merge branch 'master' of SandboxGame
Merge branch 'master' of SandboxGame
Added Library.RunString (splits args automatically)
Shuffle console output so addons can hook into it
Added misc vue mixins
Added simple ingame console
Allow F-keys and console keys in game, even when UI input
Clear cached hudcomponent properties on hotload
Fixed UI warnings on startup
Renamed OnTick back to Tick
Added HUD.UpdateGlobals
Disable dev console in game
Component value caching
Loading Movie
Merge branch 'master' of SandboxGame
Multiplayer map spawn
Merge branch 'master' of SandboxGame
Hotload Update
MapSpawn replicate
Destroy ManagedMesh without crying on dedicated serer
Complain if more than one HUD component with same name
Don't always mount addon content
HUD fixes
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