4,940 Commits over 1,522 Days - 0.14cph!
Create WorldEntity
Added Trace.WithTag, Trace.WithAllTags, Trace.WithAnyTags, Trace.WithoutTags
ReplicatedVar is now ConVar.Replicated
Simple StringPool network table
Speed up Panel.HasClass
First iteration of entity tags https://files.facepunch.com/garry/5bb225a0-2903-4273-a642-868884dbd6ce.png
Merge branch 'master' of sbox
When the mouse isn't visible, CursorAim should be straight down the camera
Tag all buttons with the button class
Don't block properties named "on"
ConvarToggleButton has on, off and convar properties
Fix classes with generic arguments breaking codegen
Delete COMIntegration.exe
Stop engine writing steam_appid.txt
Add Entity.WorldSpaceBounds
Add Frustum.IsInside
IsInside bbox tests take a partial bool
Merge branch 'master' of sbox
Added Plane.Distance
Added Plane.GetIntersection
Fix RealTimeSince equality warnings
Add BBox.AddPoint
Added Physics.GetEntitiesInBox
Add Frustum class
Plane cleanup
Swap frustum plane order to match engine
Add Plane.GetDistance( Vector3 point )
Add plane.SnapToPlane( Vector3 point )
Add Plane.IsInFront( Vector3 point ) and plane.IsInFront( BBox box )
Merge branch 'master' of sbox
Added NavMesh.GetPointWithinRadius
Add Vector3.AddClamped
Merge branch 'master' of sbox
Fixed FileTransfer read stream could be left open, causing havoc
NavMesh - skip points that are really close to together
Fixed clients never downloading the first file (usually meaning broken missing hud files)
[UserVar] is now [ConVar.ClientData]
[ConVar.ClientData] initial default value sent to server, value survives across hotloads
Non static [ConVar.ClientData] must be a member of an entity
The "Joining failed" message now passes the exception
Print in console when codegen errors out
Warning fixes
[ConVar.ClientData] convars can be entity members
Merge branch 'master' of sbox
Removing unused tools so people don't try to use them
Whitelist System.Numerics
Whitelist System.Globalization*
Fixed overflow: hidden blocking mouse wheel scrolling of parent panels
Fix Grid Layout cutting off bottom row when multicolumn
Map list tweaks
voice_loopback false by default
Added TryMoveWithStep to MoveHelper
Navmesh optimizer
ModelEntity, AnimEntity extra constructors
NavMesh.BuildPath that adds to list of points
Clothing model fixes
Fix label text sometimes wrapping when it shouldn't
Add Capsule.FromHeightAndRadius
Add BBox.FromHeightAndRadius
Trace.Size can be a bbox
Citizen skin 3 tweaks
Support for :empty, :first-child, :last-child, :only-child
button sets the tag has-label if it has a text label
Button icon property from templates works
Added IconPanel defaults to base.scss
Panel has support for value property
Merge branch 'master' of sbox
Don't force pointer-events: none on hud root panels
add "cursor: crosshair" support
pointer-events: auto behaves as advertised
Merge branch 'master' of sbox
Panel templates .console events work again (onclick.console="quit")
Merge branch 'master' of sbox
Entity.BuildInput does most common first person stuff by default
.addon file doesn't need gamemodes or name section
.addon file doesn't need depends section
Game class doesn't need specific [Library] name, we'll create the leafiest non abstract class
Making SetAnimParam obsolete to avoid confusion between SetAnimFloat and SetAnimInt
Added SetAnimLookAt
Warning Fixes
NavMesh.BuildPath returns points
Report gamemode startup errors
Some alternative citizen skins
Make water triggers ignore world
Adding yoga project
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Fixed Hammer Entity outputs not respecting delay
Fixed FuncDoor resetting itself when TimeBeforeReset is -1
Don't bother showing stack traces in the HUD now we can view them in the console easily
When removing convars, use the flags we set
AccessControl cleanup
Take some responsiveness breathers when hotloading
Don't compile base addon when hot compiling (makes it about 6x faster)
Fixed GridLayout being one row too big
Should fix [Local] not networking
Clean-up Library class auto enrolment
Added WaterLevel.Clear()
Fixed player leaving water volume by the side being able to fly
Make a bunch of stuff in WalkController virtual
Merge branch 'master' of sbox
Firing outputs obey the delay
FuncDoor and FuncDoorRotating fire OnFullyOpen
Probably water controller NRE
Boilerplate info_particle_system
Delete ambient_generic
Delete point_soundevent
Added Entity.FindByName
Added snd_event_point
trigger_once, trigger_multiple entities
Fixed hammer Create Walkable Seed creating invalid entity
Add func_water
Fixed nametag NRE
disable some nav markup volumes for games that we aren't
Tweak flesh surface so physics objects made of it aren't incredibly heavy
Fixed clientside anim entities updating at tickrate fps
Use custom Zio build, faster load times
Fix console update issues