12 Commits over 0 Days - ∞cph!
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)