3,634 Commits over 1,583 Days - 0.10cph!
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NetworkList is obsolete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
Speed up .HasAttribute
Send Managed Class Ident as part of the entity serialization rather than as a datatable var
Merge branch 'master' of sbox
Whitelist System.Text.StringBuilder
Whitelist System.Decimal
Whitelist SwitchExpressionException
Whitelist TupleElementNamesAttribute
Whitelist range/index syntax stuff
Added BaseFileSystem.ReadAllBytes, ReadAllBytesAsync
Fixed possible overflow when allocating string for native
Throw exception if trying to update disposed texture
Fixed build input not being called on ActiveChild
Add restrictions to NetList, NetRead
Made FindActiveCamera return an ICamera instead of a Camera
Update to 6.0.0-preview.3.21201.4
Fixed internal warnings
Client RPCs are run in a nicer place (this might fix entities becoming offset on the client)
Fixed citizen hitbox surface type
Remove unused
Still network ModelEntities,even if rendering is turned off
Fixed Transform being fucked up because I'm a clumsy idiot
Add Player.OnActiveChildChanged
Make citizen material surface property flesh
Didn't mean to leave this in
TransmitType.Culled renamed to TransmitType.Pvs
Update managed parent information on entity created clientside
Always network if an entity we own is the owner
Make sure we can carry the entity before adding it to inventory
Tweak how PhysicsTime is calculated
Merge branch 'master' of sbox