5,150 Commits over 1,583 Days - 0.14cph!
server to the client not client to the server
Delete PropertyClass
Networked, NetworkComponent replaced with BaseNetworkable
Merge branch 'master' of sbox
Nav blockers etc aren't networked (previously EF_NODRAW made things not network, but we don't do that anymore)
Hide some shit from the inspector
Lets force langversion so everyone is on the same page
Tweak EntityHandle to be one off
Remove duplicate extralight font weight
Initialize EntityHandle to -1
If the API is returning rubbish, don't ignore it
Don't ignore local variables !
Extra UnobservedTask logging
Null check that entity
Can edit enums in the inspector
Fixed crash when parenting to a deleted entity
Steamworks update
Added Global.IsRunningOnHandheld
Added Client.Components
Added Glow component
Fixed another hotload exception
Fixed Entity.Name not being immediately available
Fixed ClientRPC crazyness
Fix for sbox-issues/issues/976
Fix for sbox-issues/issues/978
Component Add/Remove
Added Components.Get, TryGet
Add Components.GetAll<T>
Add Components.GetOrCreate<T>()
Make Event system more resilient to registering/unregistering events during an event
Added Component.Enabled
Components.Get<T> - T doesn't have to be a component (makes interfaces work)
Simplifying network data, can have lists in Network classes, and Network classes in Network classes
Remove bullshit from NetRead
Support [Net] nullables
Make networking classes a tiny bit more generic
Components are networked properly
Merge branch 'master' into components
Store a game assembly hash, only read network data if assembly hash matches
Don't clear embedded var values on hot reload
UpdateHash after server compile
BuildNetworkTable cleanup
Refactoring cleanup
Refactoring
Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name
Edge case
Network variables are read when changed
Merge branch 'components'
Network variables are read when changed
Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name
Edge case
UpdateHash after server compile
BuildNetworkTable cleanup
Refactoring cleanup
Store a game assembly hash, only read network data if assembly hash matches
Don't clear embedded var values on hot reload
ModelDoc: Warn if model has too many bodygroups
Make tag list editor in Hammer take less space per tag
Added Tags field to all entities in Hammer
Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead
Support for basic arrays in asset autofgd
Fix Render.DrawScene exception returns wrong image format
Added support for IList, List, IReadOnlyCollection to Asset autoFGD
Added support for TagList in assets
Added MathX.Remap
Added curve support to custom Entity properties via FGDCurve class
Merge branch 'master' into components
Components are networked properly
Support [Net] nullables
Make networking classes a tiny bit more generic
Remove bullshit from NetRead
Simplifying network data, can have lists in Network classes, and Network classes in Network classes
Added Components.Get, TryGet
Add Components.GetAll<T>
Add Components.GetOrCreate<T>()
Make Event system more resilient to registering/unregistering events during an event
Added Component.Enabled
Components.Get<T> - T doesn't have to be a component (makes interfaces work)
Cleaned Entity constructor, readonly accessors
Call frame event after RenderGameSystem so we can override SceneObject params on ModelEntity etc
Fix internal IsVrUser not working
Entity.EntityName becomes Entity.Name, is networked properly, has default value
This might fix sbox-issues/issues/950
Merge branch 'master' of sbox
Add Render.UI.Text( ... )
Add Texture.Size
RenderState can be readonly
Add Render.UI.Clip
Remove performance rcon
Fix spammy TextManager
Merge branch 'master' of sbox
Remove ITagList, TagList is a HashSet<string>
Better No Authority exception
I see improved performance with this disabled. Maybe we're doing something wrong - why has resource system got pending work all the time?
Added Vector4.Zero, One and constructor to create via float
Added Render.UI.Box, Render.UI.BoxWithBorder
Don't do scrolling logic if not a scroller
I don't think this TaskGroup stuff is useful in reality
Vector3.ToScreen calls into client realm if called from menu
more IEntity properties
Added BBox.Corners
Added Rect.Add( Vector3 )
Disable Entity is too far from world AssertMsg
Merge branch 'master' of sbox
Fix ConVarRef warnings
Merge branch 'master' of sbox
AccessControl unit tests
AccessControl.CheckRules is around 625x faster
ReflectionCache builder is 14x faster
Do a proper error if steam init failed, instead of crashing further down the line
More IPanel properties
Merge branch 'master' of sbox
Add IPanel.IsMainMenu, IPanel.IsGame
More IPanel properties
Merge branch 'master' of sbox
Move IEntity to Internal
Add IPanel
Panel.ChildCount becomes ChildrenCount
Can access root IPanel's from menu
Steamworks SDK no longer defines QUERY_PORT_ERROR
"move" cursor
Fixed Screen.Size not being available immediately
Fix caps sensitivity in RemoveClass, HasClass
Add IEntity.IsOwnedByLocalClient
Merge branch 'master' of sbox
Add Panel.FindPopupPanel()
Merge branch 'master' of sbox
Do Panel.PreLayout in tasks
PropertyBind swallow errors, try to convert to appropriate type
Remove GetTextBlock from PanelRenderer
Browsable attributes for panel