496 Commits over 608 Days - 0.03cph!
PropertyAttribute json fix
HudComponent.SetValue throw decent errors on fail
Update ClassInfo on hotload
OnNetworkVariableReceived doesn't use codegen
Merge branch 'master' of SandboxGame
Register classes in Sandbox.Library and Sandbox.Public
Serializers
Update facepunch.mp4
ListSerializer more explicit
Added INetworkEntityReference
EntityListSerializer implements INetworkSerializable
Merge branch 'master' of SandboxGame
Call MarkDirty instead of backing field stuff
MarkDirty virutal
Merge branch 'master' of SandboxGame
Implemented NetworkList.Serialize
Implemented OnReplicatedPropertyChanged
Take propery name from attribute
Starting codegen simplify
LinePreserve
Strip initializer if custombackingfield
Compiler show actual source instead of generated
IProperty allows classes like ObservableCollection initialize their change callbacks
NetworkedList uses IProperty
RecvVar reads the target id (meaning child rpc classes should be able to have replicated vars)
CompilerProxy clean
PropertyAttribute allows properties without a Set accessor, ignores SetValue
INetworkSerializable will only create ValueTypes, but will serialize to existing Classes
Removed redundant INetworkSerializable
List LAN servers in server browser
Errors in one HUD component shouldn't kill the rest of them
Lock change trigger when deserializing NetworkList
Cleaning & Commenting CodeGen
ReplicateAttribute doesn't try to replicate classes by default
Organisation
BackingField for RpcClient derived is NetworkRef<T>
RpcClient => BaseNetworkable
Set BackingField var
Use Backing Field for ReadValue/WriteValue
Clean up backing field
Cleanup progress
Project fixes
Write OnCallRemoteProcedure
Fixed idenfier
Update BaseVehicle.cs
Addon fixes
handle params properly
More var writers
Array writing
Merge branch 'master' into de-codegen
Object serialization
"using Sandbox
generics type
Fixed namespacing issues
Write/Read bool
Enum/Entity fixes
more edge cases
Serializer rewrite 4
Writer works
InternalGenerated boilerplate
Fill ReadObject/WriteObject
No need for constructors, type can be worked out
Enum serializer
Color Serialize
Write object type identifier
Only visit assemblies once
Default WantsMouse to true on HUD - stops cursor locking when loading
refactor
Cleaning codegen
Removing Unused
Reorganise
Removing Unused
Network Var Send
Long/ULong serialize
Make classes partial where we have to
Replicated vars partial class members
RecvVar
Handle generics
Backing field fix
Properties strip back
StartClass/EndClass
Properties CodeGen
Update IProperty.cs
Moved NetworkList so it can be codegenned
SetPropertyValue
SetPropertyJson
GetValues
GetPropertyValue
using System.Collections.Generic
Check for PropertyAttribute
Mark classes deived from PropertyClient as partial
Fixed empty switches
Removed Unused
Handle Replicated IProperty
SendReplicatedProperty
Fixed WriteObject not returning after success
WriteObject give better errors if couldn't write object type
Rpc Type Fix
Replicated var fix
Strip unused
Generate static property array per class
GetProperties() becomes Properties
Addon fixes
Remove unused
Remove unused
Throw error if replicated IProperty with setter
Create initializer if IProperty without one
BaseCombatPlayer.Ammo is IProperty
Chat fix
Merge branch 'de-codegen'
Remove unused
Throw error if replicated IProperty with setter
Create initializer if IProperty without one
BaseCombatPlayer.Ammo is IProperty
Strip unused
Generate static property array per class
GetProperties() becomes Properties
Addon fixes
Remove unused
Removed Unused
Handle Replicated IProperty
SendReplicatedProperty
Fixed WriteObject not returning after success
WriteObject give better errors if couldn't write object type
SetPropertyValue
SetPropertyJson
GetValues
GetPropertyValue
using System.Collections.Generic
Check for PropertyAttribute
Mark classes deived from PropertyClient as partial
Properties strip back
StartClass/EndClass
Properties CodeGen
Update IProperty.cs
Moved NetworkList so it can be codegenned
RecvVar
Handle generics
Backing field fix
Make classes partial where we have to
Replicated vars partial class members
Removing Unused
Network Var Send
Long/ULong serialize
Cleaning codegen
Removing Unused
Reorganise
Default WantsMouse to true on HUD - stops cursor locking when loading
No need for constructors, type can be worked out
Enum serializer
Color Serialize
Write object type identifier
Only visit assemblies once
Writer works
InternalGenerated boilerplate
Fill ReadObject/WriteObject
Object serialization
"using Sandbox
generics type
Fixed namespacing issues
Write/Read bool
Enum/Entity fixes
Add empty include animations for sequence descs in goldsrc mdl
Goldsrc mdl file loading uses stream extensions instead of lump reader
Load goldsrc mdl animations
Namespaced anim nodes
Animdef uses layers instead of nodes. Layers have Type property. Result object instead of name property.
Fix AnimDef.FromJson
Add BlendSpaceDef
Add newclient command bound to F5 (Opens a new process and connects to current server)
Merge branch 'master' into de-codegen
Project fixes
Write OnCallRemoteProcedure
Fixed idenfier
Update BaseVehicle.cs
Addon fixes
handle params properly
More var writers
Array writing
ReplicateAttribute doesn't try to replicate classes by default
Organisation
BackingField for RpcClient derived is NetworkRef<T>
RpcClient => BaseNetworkable
Set BackingField var
Use Backing Field for ReadValue/WriteValue
Clean up backing field
Cleanup progress
Cleaning & Commenting CodeGen
Errors in one HUD component shouldn't kill the rest of them
Lock change trigger when deserializing NetworkList
List LAN servers in server browser
IProperty allows classes like ObservableCollection initialize their change callbacks
NetworkedList uses IProperty
RecvVar reads the target id (meaning child rpc classes should be able to have replicated vars)
CompilerProxy clean
PropertyAttribute allows properties without a Set accessor, ignores SetValue
INetworkSerializable will only create ValueTypes, but will serialize to existing Classes
Removed redundant INetworkSerializable
Strip initializer if custombackingfield
Compiler show actual source instead of generated
Take propery name from attribute
Starting codegen simplify
LinePreserve
Implemented NetworkList.Serialize
Implemented OnReplicatedPropertyChanged
PropertyAttribute json fix
HudComponent.SetValue throw decent errors on fail
Update ClassInfo on hotload
OnNetworkVariableReceived doesn't use codegen
Merge branch 'master' of SandboxGame
Register classes in Sandbox.Library and Sandbox.Public
Serializers
Update facepunch.mp4
ListSerializer more explicit
Added INetworkEntityReference
EntityListSerializer implements INetworkSerializable
Merge branch 'master' of SandboxGame
Call MarkDirty instead of backing field stuff
MarkDirty virutal
Merge branch 'master' of SandboxGame
SetPropertyValue/GetPropertyValue no longer codegen
Merge branch 'master' of SandboxGame
Intro movie temp
Don't generate set/get shit for Properties without set/get
HudComponent html properties should be marked [Property]
Menu property fixes
Properties can be public or non public
Playground fixes
Engine fixes
Sandbox Fixes
don't switch to spawn tool when spawning prop
Cover game until html has loaded. This sucks, we should have coherent spin and wait until loading has finished during the loading screen, but I wasted too much time trying to achieve that already.
Allow multiple steam users from the same account (to test multiplayer)
Test WorldModel is valid before using it
PropEntity Editable
Lets try giving it what it wants
Try changing to inline static
OnPostLoadMapWithWorld
Cleaning Coherent binds
Toolgun cleanup
Tool ticks via toolgun
Tool implements ShouldLockMoveInput/Look
Mouse buttons are bindable
Added Entity.IsValid() extension (works even if Entity is null)
Grabber fixes
AssetDatabase.OnFileChanged fixes
Merge branch 'master' of SandboxGame
AssetDatabase boilerplate
Prop AssetDatabase
FileRequestHandler deal with missing files nicer
Prop menu
made prop, propentity an engine feature
Fixed some errors in other gamemodes
Made Ray network serializable
Copied some tools from Sandbox
Hide HUD when spawnmenu open
Merge branch 'master' of SandboxGame