3,634 Commits over 1,583 Days - 0.10cph!
Removing a bunch of vehicle + teamplay stuff - if we can't recreate these in c# we failed
Changed UserCommand forward, side, up to vector
PlayerCommand isn't used anymore
Merge branch 'master' of sbox
Player shouldn't take damage from native code (will have to route physics damage etc via managed at some point)
Default binds: Q = menu, g = drop, v = view
Increase default sound distance
Screenshots save as jpg by default, in game/screenshots/
Bind F5 to screenshot by default
Ignore screenshots folder
Rust semi pistol
Pistol hold anims
Pistol Holdtype
Gun shooting setup
Muzzleflash setup
Allow particle systems to attach to ModelEntity attachments
Allow set int params on animator
Temporary holdtype switch test
Merge branch 'master' of sbox
Added IInventoryEntity
Merge branch 'master' of sbox
Update .editorconfig
Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
Don't allow setting self as parent
If we have a parent, copy its ShuldDraw()
Added Entity.EnableIgnoreParentShouldDraw (todo name better)
When updating visibility, also update child visibility
Merge branch 'master' of sbox
If any of the compilers failed to compile, don't load any of them
Merge branch 'master' of sbox
SetParent with no transform overload
Added PhysicsBody.EnableTouch
Rename Entity.Follow to Entity.Hierarchy
Added Entity.ActiveChild
Added Entity.EnableTouch even though in my tests it does nothing
Fix possible NRE in Hotload
Fix DebugOverlay.Box depth test wrong way around
Added Entity.WorldRot
Ball Gun Mockup
Added Entity.EnableShadowCasting, EnableShadowReceive
Renamed DrawingEnabled to EnableDrawing
Renamed CollisionsEnabled to EnableAllCollisions
Call DispatchUpdateTransmitState when changing Entity.Transmit
Drop the balls with E (unparent test)
Added Entity.ResetInterpolation()
Added Entity.Parent
ResetInterp when parent changes
Added Entity.WorldPos
Added Entity.PhysicsClear()
Added "hat" attachment
Stick balls on your head
Merge branch 'master' of sbox
Added Entity.FollowedEntity
Merge branch 'master' of sbox
Interop: Added StringToken type
Added BaseEntity.SetParent overload which takes a straight up CTransform instead of a pointer
Entity.FollowEntity just calls SetParent
String Token return 0 if null
Merge branch 'master' of sbox
Added Entity.IsWorld
DevCamera zoom
Delete on touch
Merge branch 'master' of sbox
Expose Entity.MoveType
Set setting Pos on entity, move its physics too
Added Entity.StartTouch, Touch, EndTouch callbacks
Added PhysicsBody.Pos
Beachball prop fixes so it works like a prop
Touch tests
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet
Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
Delete build debris
Update build order to build managed and run InteropGen first
Ignore build debris
Bind g_pNetworkClientService
Fixed console commands from console or ui not forwarding to server
Added debug controls
Merge branch 'master' of sbox
Added CollisionProperty.GetCollisionBounds()
Player Physics Hull to c#
Limit total ragdoll count, delete oldest
CollisionGroup get/set
Added ModelEntity.GetModelName()
Make default gamemode sbdm
Build-Game does build instead of rebuild
Latest tools
Added PhysicsGroup.Pos, .MassCenter
Switch to SpectateRagdollCamera on killed
CodeGen: Fix RPC with no args
BecomeRagdollOnClient is an RPC that is called on killed
Added Entity.SetRagdollVelocityFrom( ent ) // revisit: maybe this should be on a RagdollHelper class or something rather than Entity where it won't ve usable 99% of the time
Added PhysicsBody.AngularVelocity
Added Transform.TransformVector( localvec )
Set ragdoll bone velocity, angular velocity based on parent animation
InteropGen: generate GetManagedHandle to convert a class to a handle while dealing with nulls
Added Transform constructor
Added ModelEntity.GetBonePhysicsBody( boneid )
Added ModelEntity.ComputeBones( timeoffset )
Codegen
Enable fog entities that were ifdef'd out
Create a UI render layer and call into managed from render thread
Exploring binding of IRenderContext
Added Entity.IsClientOnly
Throw an exception if trying to delete an entity clientside and it's not a client only entity
HandleManager keeps a list of all the IHandleIndex'es and Clears them all at the end of the game
Added GameLoop.LoopShutdown
remove Debug
Ragdoll test
Fixed camera lerping when switch to FirstPersonCamera
Remove Unused
Fixed server not unloading ConVars/Library at end of game
Clean up
Fixed network data writing inconsistency
Cleaning Handle Stuff
Allow Tasks/Await
Handles for IPhysAggregateInstance (we're calling it PhysicsGroup)
UTIL_Remove for client
Added Entity.PhysicsGroup property
PhysicsGroup class
Interop: When getting a Handle class, we send native IntPtr but we recieve Handles
Updating Binds
Tests to see if accessing PhysicsGroup after entity is deleted causes a crash
Added PhysicsBody ManagedHandle
Added PhysicsWorld ManagedContext
Added ManagedContext, set it on created PhysicsWorld
Interop: Allow multiple TypeNameAttribute
Interop: Added [Handles attribute syntax (see engine\Definitions\readme.txt)
Switched ManagedHandle to an int
Made PhysicsBody a Handle type
Ragdoll tweaks
Add vphysics/rubikon to sbox_game
Added Transform.WorldToLocal, Transform.LocalToWorld
entity.CopyBonesFrom( ent )
Added DebugOverlay.Skeleton
SetBoneTransform also sets the physics object tx if the bone has one
Rename EngineEntityBase to NativeEntityClass to avoid ambigiuty
Can create pure clientside entities
Updated all Lerp/Slerp functions to have an optional clamp param, defaulted to true
Proper versions of Set/GetBoneTransform
Fixed AnimEntity NativeEntityClass
Wip test code
Merge branch 'master' of sbox
Bind GetWorldspaceBones, GetBoneParent, GetBoneName
Draw bones in dev camera
Added constructor to convert TransformUnaligned to a Transform
Safe to assume SkeletonInstance exists, it's the default body component for model entity
Tweaked fall anim to stop the head looking down
Bind CGameSceneNode
Added Transform (counterpark to CTransformUnaligned)
Rotation equality
Bind a bunch of skeleton stuff
Create BoneFlags.cs
Bind Transform
Remove unused code
Fixed ragdoll delayed render
Update tools
ModelDoc: Don't do ScaleAndMirror on any of the physics stuff. Their scaled sizes/positions aren't reflected in the modeldoc viewport - so end up being different scales to what you think!! Should we be disabling it like this or trying to reflecty the scale in the viewport?
Bind CBaseAnimating BecomeRagdollOnClient
Add ragdoll setup to citizen model
(test) Become a ragdoll if Use pressed
Toggle devcam with devcam command
Added Rotation Up, Down
Added Rotation.LookAt( Vector3 forward )
Camera.Activated when switching to it (allows initialization)
Added DebugOverlay.Axis
Added ModelEntity.OOBBox, CollisionPos, CollisionRot properties
Fixed LastButtons getting stomped in ClientInput
Update DevCamera.cs
Removing some more unused code