3,634 Commits over 1,583 Days - 0.10cph!
Don't call RPCs if !Prediction.FirstTime
Don't play sounds if !Prediction.FirstTime
Don't create particles if !Prediction.FirstTime
Don't do surface effects if !Prediction.FirstTime
Strip SetPredictionEligible
Entities stop being predictable when they lose their local player owner
Ignore addons/*/Properties/launchSettings.json
Refactoring context
Texture.Load can supress missing warnings
Added Sandbox.LoopEvents to Sandbox.Game
Made a bunch of systems use LoopEvent.Init to init
CameraModifier clean on shutdown/init
Don't create code if code folder contains no .cs files
Revert "Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range"
This reverts commit 26f05d1e5a3a8015c835ecd9e65d837729112242.
Texture compile
Remove DebugOverlay
Add Prediction.FirstTime
Run IPlayerControllable's Ticks only in Prediction.FirstTime
Create .editorconfig
More reliable IsMainThread
Local View Angles
TimeSincePrimaryAttack, TimeSinceSecondaryAttack predicted
Added Entity.PredictionStore, Entity.PredictionRestore
Added accessors to TimeSince,
Update animgraph network vars immediately after player simulate (fixes a ton of prediction errors)
Added net_fakelag
Removing some unused shit
Update predicted vars as soon as we get them
Any entity with a predicted owner can be predicted
This was bullshit, weapons need to be predicted every tick
We don't need to ReadPredictedVars before camera update now
Prediction fixes
WriteNetworkEntities after player tick
Propertly remove net dirty entities clientside
Merge branch 'master' of sbox
Throw a decent exception if gamemode is null when trying to insert a player
Fix potential error when reporting compile errors
Adding prerequisite folder
Make sure Time is updated properly for the ticks
Merge branch 'master' of sbox
Throw a nicer exception if default surface not found
Untangle filesystem
Fix shiny eyebrows
Status update when menu recompiles
Limit max size of text block texture
Force Garry's Controversial Spacing in addons
Use mathlib for noise
NoiseTest entity
Fix crazy errors on missing entity type
Added CameraModifier
Expose Easing functions
Added Noise.Perlin
Added Perlin and Random screenshakes
fix sandbox gun
Missing entity type is a warning, not an exception
dm_yard latest
Rust asset fixes
Stripping a bunch of alyx stuff from the fgd
Fix crash in CQColorImage::mouseReleaseEvent
Fix some rust assets
Merge branch 'master' of sbox
Rust structure models
Fixed ModelDoc crashes (caused by having . in lod/mesh names)
Prop scale fixes
Chainfence tweak
Merge branch 'master' of sbox
Try to send entity RPCs only to players that have the entity in their PVS
Move Form to Base
TextEntry blink slower
Fixed NetList not dirtying
GameScreen closer
Added Game.PostLevelLoaded
SetParent allows bone number < 0, treats it as no bone
Added Entity.Transform setter
Call PostSpawnGroupLoad from engine
Sounds
Update game names
Update dm_yard
Merge branch 'master' of sbox
Property Binding
Allow access to System.DateTime
Move text alignment logic to Label
Label.GetCaretRect works with text-align right
Label.GetLetterAt works properly with text-align: right
Added UITests for TextEntry and TextAlign
Devcam, hit hitboxes
Allow bigger blur
Instant Focus
Add dm_yard
default gamemode to sandbox
Debug list active games
Handle replicated vars a little bit differently if not in game
Game Screen work
Merge branch 'master' of sbox
Fixed RPC codegen when using virtual/override
Tweak footstep sound events
Renamed FollowEntity to SetParent
Merge branch 'master' of sbox
Added SetParent overload which takes the bone id
Making HotloadResult Json friendly
Add StringTable.Contains
Add FileWatch.OnChangedFile
AssetList automatically adds all .scss files
Renamed AssetList to NetworkAssetList
Merge branch 'master' of sbox
Use ClassInfo.Title for gamemode title in rich presence
Also provide gamename
Move DebugOverlay to Utility/
Don't add yourself to the friends list
DebugInfo on friends list
Remove debug
Fixed NRE when sending replicated vars with NULL values
Network the server's lobby
Merge branch 'master' of sbox
pump shotgun
Network TimeSincePrimaryAttack,TimeSinceSecondaryAttack
Move drone/modular vehicle into entities/, lowercase filenames
Added Camera.Deactivated
DevCamera adds devcamera class to HUD when activated
Hide HUD if devcamera class
Remember devcamera overlay status (per session)
Merge branch 'master' of sbox
Fixed exception on spawn
rust_shotgun
attack anims, brass eject
pistol ejectbrass particles
Allow BaseCarriable a go at the PlayerAnimator (to choose holdtype etc)
Better worldmodel physics for pistol + smg
SMG viewmodel
Merge branch 'master' of sbox
rust_smg source
Fixed all weapons being visible on equip
Weapons use bonemerge on parent
Added bones to pistol for bonemerge
Ignore this warning, it's now wrong
smg worldmodel setup
smg _rough textures
smg worldmodel finish
animgraph_editor to sbox_game
Added Always Evaluate node to state machine animgraph
Add System.Convert.ToInt32 to access
Update BaseCarriable.cs
Update pistol viewmodel anims
NetRead/NetWrite can try to handle unregistered NetworkClass
Create NetList.cs
Add IPlayerCamera, allow weapons to modify the camera
Fix warning
Update pistol animgraph
Add AttributeUsage to Replication vars
Support replicate array types
Hand textures
Bind RenderContext.SetBlendMode
Added mix-blend-mode to styles
Renderer support for mix-blend-mode: lighten + multiply
Fix warnings
Merge branch 'master' of sbox
Delete old deathmatch folder
Disconnect if can't create gamemode
Delete lasereyes gamemode
Update Access
Added BaseWeapon.TraceBullet
Fixed TraceResult.Direction wrong direction
Entity.Owner is now a player - can use OwnerEntity to get it as an entity
When setting Parent, if new parent entity is the world, will behave correctly
Update baseaccess.txt
Don't include shared/decals.cpp
Moving these out of source control since they're part of sbox_game now