3,547 Commits over 1,522 Days - 0.10cph!
Fixed clientside anim entities updating at tickrate fps
Use custom Zio build, faster load times
Fix console update issues
Fix UI with long stack traces
VirtualScrollPanel - update cell content if data object changed
TextEntry - fire an onchange event on change
More console functionality
Fixed material editor texture selection sometimes setting absolute paths
Added Sandbox.Internal.Http
Remove HttpClient from whitelist
Fix NRE in Style.SetImage
Fixed NRE in NetworkString.Write
Build script throw properly on compile error
Rebuild SFM every build too
Fix NRE in Resource.Register
In game console shows stack traces https://files.facepunch.com/garry/6ede45b1-2eae-41e6-b04b-d98a09e64d5b.jpg
Fixed no world physics after buildcubemaps
Remove spammy debug messages
Camera, default viewmode fov to match main camera
Add [Event.Tick]
Add [Event.Frame]
Added [Event.Hotload]
Added [Event.BuildInput]
Use new attributes internally
Assets derive from Resource, are reference networkable
Add Model.Name
Model is a Resource
Merge branch 'master' of sbox
Can network List<Resource>
Added NetworkResource
Merge branch 'master' of sbox
Rename INetIdentifiable to Resource
Don't download files from server if we're the listen server host
Built in waterlevel, networked and predicted
Merge branch 'master' of sbox
Whitelist System.Text.Json
Added bounce threshold to surface (was hard coded to 40 in engine previously)
Delete COMIntegration.exe
Add vsopen.exe
Remove Unused
Remove Unused
Fix network atomics getting stomped by embeds
Fixed Time.Tick description
Update playerloop.drawio.png
Rename NetworkClass to NetworkComponent
Update sandbox.client.win64.vdf
Remove codegen debug "Creating {typeName} from {symbol}"
Fixed clientside entity not reading initial network state
Experiments
Codegen for NetworkVariable, working with hotloading
Cleaner, safer
Prediction fixes, network lists
Trying to network CUtlBinaryBlock was a disaster, cleaning up
Embed boilerplate
Strip old netcode
NetworkEmbedClass and INetworkTable
Trim now unused data changed callbacks
Use predicted versions of classes instead of recreating
NetworkList is obsolete
Refactoring, List<> uses BaseNetworkContainer
NetworkEntity
Fix for sbox-issues/issues/233, throw errors if doing this wrong
Deleted EntityHandle
Rename NetworkVariable to NetworkAtomic
Added string replication
Refactor
Support networking List<string>
Fixed null not being networked properly
Add TableIdent and TableHash
NetworkEmbed builds network table networks children (with no network dirty!)
VPROF some shit
Made storing/restoring predicted vars 41x faster
Deleted NetPredictable https://files.facepunch.com/garry/0ae21fdd-58c9-437c-97eb-e5a4962600b1.png
Fixed NRE in PredictionDestroy
Don't allow changing [Net] vars clientside, unless they're a client entity or predicted
List<Entity> is networkable
Remove debug warnings
Merge pull request #3 from Facepunch/datatables
Datatables
Log codegen exceptions
Show codegen exceptions in VS
Delete the client's pawn on disconnect
Fix AuthorityCheck
Merge branch 'master' of sbox
Do half aiming when no weapon
Set aimat_pos so player model aims