4,941 Commits over 1,522 Days - 0.14cph!
Remove GameBase.Current, add Game.Current
Killfeed works again
Create SpawnPoint.cs
Added Game.MoveToSpawnpoint( Entity pawn )
BasePlayer.CreateHull
Noclip works again
Don't pass client around for purely clientside stuff like camera and input building
Add Local.SteamId, Local.DisplayName
CNetworkQuantizedVector can get fucked
Only show managed prediction errors if cl_showerror > 0
Show origin prediction errors from all predicted entities
Fix m_fFlags not being networked for all entities
Fixed ground entity not predicting on Entity
Network BaseVelocity properly
Update ThirdPersonCamera.cs
Keep user input up to date each frame
Fix PawnController.UpdateFromController
Added FrameSimulate
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
CamSetup has Viewer, ZNear, ZFar, Aspect
Add Entity.EyePos, Entity.EyeRot
Controllers,Cameras use EyePos, EyeRot again
Trim more unused player stuff
Stripping player eyeangles/eyepos stuff
No need to add Pawn to Client.Pv - it's added automatically
Trimming unused
Remove unused
Remove unused
EventSystem supports arguments
Fix HasLocalPlayerOwner lying
Run buildinput event from Game:BuildInput
Restore nametag functionality
Deleted BaseCamera, kill works again, fixed ragdollcamera
Fixed health not being accessible clientside on non player entities
Moved Camera, CameraModifier to Addon
Camera switching predicted properly, Camera.Activate/Deactivate called proper
Fixed non networked [Predicted] variables thinking there were prediction errors
If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion
Removed BufferedActiveChild stuff
Move PlayerAnimator and PlayerController to addons
Setting Pawn also sets Owner
Renamed OwnerEntity to Owner
Add Entity.Input, Entity.Client
Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity
Client.Local => Local.Client
Delete IPlayerControllable, Add Entity.Simulate( Client cl )
PlayerAnimator, PlayerController works again
Rename Player.cs to Client.cs
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
Fixed changes SCSS files not being sent to clients
Wheely bin prop
Wheely bin prop, has mask for tinting and all lods
Merge branch 'master' of sbox
Merge branch 'master' into player-client
Remove FieldOfView from player, that was a mistake
Add Client.Camera, cleanup
Delete IFrameUpdate, IClientUpdate
Add viewpos to usercmd
Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did
Addon code prep
Fov and Pawn
Engine - rename Player to Client
InteropGen - put native classes in order, least baseclasses first
Fixed some VelocityClipPlanes backwards logic
Increase default GroundAngle
Cleanup WalkController.StepMove, fix bouncing off stairs
Merge branch 'master' of sbox
Fix "new word" in console
Fixed RootPanel not enrolling into event system
[Event] works on static methods
Fix stalling when download zip file
Merge branch 'master' of sbox
Be doubly sure we're doing GameLoop.Shutdown, especially when we disconnect after only being half connected
Added Render.DrawScene (this is a stub, I need someone who knows what they're doing to fill it in)
Fix hard crash when creating AnimSceneObject with invalid model
Make Event.Unregister public
Added Parsers so Rotation, Vector4, vector2 can be sent via console command
Add error if servercmd used on non static method
Fix padding with 4 lengths being in the wrong order
Fix Global.MapName not being set on the server
Whitelist System.Private.CoreLib/System.Tuple
Whitelist System.Collections.Generic.Stack
Whitelist System.Random
Fix accesscontrol missing generic arguments
Merge branch 'master' of sbox
Fix double filesystem mounting bug
Use ShowMapSelect/MinPlayers/MaxPlayers/DefaultMap from from game config on game create screen