5,124 Commits over 1,552 Days - 0.14cph!
SoundSystem Takeover (#1425)
Remove soundevents folder
Protocol++ because Sound class changed, SoundHandle changed from a struct to a class
Merge SoundSystem into Sound
Delete old soundstack
Remove unused
Recompile mixgraph
Remove unused
Remove more unused
Completely remove SoundEventGuid_t
Move CAudioStream_Attached to CAudioStreamManaged
Remove unused
Initialize Sound.Listener
Add SoundHandle.StartSubVoice
SoundEvent.UI is obeyed
EditorUtility sound plays are 2d by default
Remove unused
Fix stopping/fading out sound immediately after play not stopping the sound
Fix editor tools, lock MainVoiceList when adding/editing
Fix soundstream to use new system
Delete soundopsystem, soundevent, soundstack system
Move spatialize and distance falloff to c#
Unbind all the soundop stuff
Bind some low level sound classes
Lets process voices in c# instead of the soundop system
Strip unused (and broken) voicetrace stuff
Fix missing soundsystem_lowlevel
Remove unused projects
Soundsystem defs to engine2
Move soundsystem inside engine2 (delete Interop.SoundSystem.cs when your compile fails!)
Remove unused soundstack stuff
Remove unused tools
remove unused tool keybinds
Add Vector3.WithAcceleration, Vector3.WithFriction
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
Hitboxes update when gameobject tags change
Protocol++
Sphere cleanup
Plane cleanup, Frustum cleanup
Rename Editor.CheckBox to Editor.Checkbox
Remove Mesh.SetBounds
Make Line.a + b private
Mark a bunch of Vector3 parameters in
Remove Label.SetText
Lets obsolete one of the BBox constructors, because if we just delete it all the code using it will just implicitly use the other one - so it'll all be wrong
SkinnedModelRenderer plays sound events
Add Sphere trace that doesn't return distance
In example tool, batch all the traces
Only do BuildGizmoDetails if components changed
ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes
Special scene selection for Model based components, because it's stupid to not do it this way
Add Widget.AlignToParent
Add EditorTool.AddOverlay
Add Scene.Trace.IncludeRenderMeshes
Add Gizmo.IsLeftMouseDown
Update ExampleEditorTool
Added EditorTool.AllowGameObjectSelection
Expose Widget.WindowFlags
Add WidgetWindow
Add SceneOverlayWidget system
Add WIP example EditorTool
More difference between hovered and unhovered gizmo controls
HeaderBar supports LeftCenter, RightCenter
Add Editor.Shortcut class
Move editortool mode to headerbar
Depth bias the position/scale gizmos
Set the transform after creating a sceneobject - because non uniform scale doesn't get applied via the create method yet
Add EditorTool
Add Gizmo.IsCtrlPressed etc
Add Gizmo.Snap( vector )
Add Gizmo.Settings.SnapToGrid
SceneToolbar has grid snapping
PositionEditorTool supports grid snapping and shift drag to duplicate
Fix panel transition timing
Add Vector3.Inverse
Transform.NormalToLocal, PointToLocal, NormalToWorld use non uniform scale properly
Hitbox converts ray to local properly when picking bbox and models
Setting GameObject.Parent = null is the same as GameObject.Parent = GameObject.Scene (fixes sbox-issues/issues/4225)
Add alias to CitizenAnimationHelper for backwards compatibility
Rename the rest of the colliders, make gizmo drawing consistent
Add CitizenAnimationHelper component to base addon
ColliderSphereComponent is SphereCollider , has Center, Sphere gizmo keeps uniform scale which represents the actual collider
Add Scene.SharedTick
Order ComponentSheet by file and line
Fix componentsheet spacing inconsistencies
Add BBox.Extents
ColliderBoxComponent becomes BoxCollider, has Center property
Rigidbody Colliders get rebuilt when scale changes too
Tick NetworkSystemManager from GameMenu, so Time.Now is scoped and we can process everything before the first render
Network heartbeats keep scene time in sync
Throw a more useful exception when RPC call fails
ObjectUpdateMsg sends server time
Add BytePack support for bool (!)
Scene.EditorTick only changes scene time if it's an editor scene
Panels use RealTime for transitions (but I changed the code so we can let them choose their timescale at some point)
Loading screen cleanup, put on menu overlay layer
Added GameLoadingFlags, so we can avoid doing some thing when loading a game when joining a server
Join lobby when playing game, if one exists (temporary, should be game choice)
Fixed exception when joining a server
Fixed version date parsing
Remove IMenuDll.IsGameMenuVisible
Version overlay
Set api version on lobbies so they can be ignored easily
IGameMenu to IGameInstance
Strip lobby stuff from GameInstance
Strip unused
Remove Game.Menu
Internal cleanup
Remove GameMenuContainer
Don't use hacky GameScreen /game/ navigation shit for game instance
protocol++
Set game/dev status on steam lobby
If we're a development host then don't load package assemblies at all
Add INetworkListener.OnBecameHost
Remove "red", "white" from all the icons
Add NetworkHelper component
Remove obsolete
GameTransform just return localposition if GameObject or Scene is null
Inspector just blank instead of trying to show an empty array
Document IsProxy
Upload ignore sln files
Fix error when clicking on invalid GameObject field
When querying lobbies, do one at a time - because steam drops previous queries otherwise.
Fixed player counts not working
When joining a multiplayer game, it's permissive for the package to be invalid/missing
Fix component list NRE after renaming/deleting component hotload
InputSettings are sent to client via network table