5,124 Commits over 1,552 Days - 0.14cph!
Move ClientEntity stuff to ClientEntity files
Remove PlayerScore stringtable
Add ReadObject, WriteObject to NetRead/NetWrite
Obsolete PlayerScore
Add ObservableDictionary
Add NetworkBaseDictionary
Client.SetScore/GetScore becomes SetValue/GetValue/SetInt/GetInt/AddInt
Add Client.Ping, Client.PacketLoss
WriteJson writes formatted
addon_add doesn't add an addon if folder doesn't exist
Delete generated files
Ignore generated files
Fix ToDecimal (and ToFloat) not using default value if it can't convert
Defer network writes to a list, fixes network values not being initially set
Should fix @import case sensitivity
Build net vars on table build, before write
Refactor so VR stuff in Input is up to date ever FrameSimulate
Merge branch 'master' of sbox
If CSteamAPIContext::Init fails, log which interface failed
Remove debug log
Merge branch 'master' of sbox
Fixed getting broadcast via username instead of userid
Update entity properties
Vary broadcast update period
Don't ignore [Net] variables set before network tables are built
Streamer refactor
Cleaning streamer apis
Merge branch 'master' of sbox
Update game
DrawScreenQuad fixes
Post processing render event (test)
Asset.AllByPath is case insensitive
Asset loading file extensions are case insensitive
Fixed issues with addon folders with capital letters
Replication supports List<BaseNetworkable>
Panel selection favours visible
Added Render.UI.MatrixScope
Fixed template stylesheet links starting with "./" not hotloading
Fixed not parsing rgba( 255, 255, 255, .5 )
Snap scrolling to grid, prevent weird looking shit
Merge branch 'master' of sbox
Fix scissoring not inheriting parent scissor properly
Added ClipRect, scissoring happens INSIDE borders now
Pass in multiple solutions to vsopen, will use one that is open
Fix errors and performance issues with huge network lists
Fixed EntityComponent being fucked
server to the client not client to the server
Delete PropertyClass
Networked, NetworkComponent replaced with BaseNetworkable
Merge branch 'master' of sbox
Nav blockers etc aren't networked (previously EF_NODRAW made things not network, but we don't do that anymore)
Hide some shit from the inspector
Lets force langversion so everyone is on the same page
Tweak EntityHandle to be one off
Remove duplicate extralight font weight
Initialize EntityHandle to -1
If the API is returning rubbish, don't ignore it
Don't ignore local variables !
Extra UnobservedTask logging
Null check that entity
Can edit enums in the inspector
Fixed crash when parenting to a deleted entity
Steamworks update
Added Global.IsRunningOnHandheld
Added Client.Components
Added Glow component
Fixed another hotload exception
Fixed Entity.Name not being immediately available
Fixed ClientRPC crazyness
Fix for sbox-issues/issues/976
Fix for sbox-issues/issues/978
Component Add/Remove
Added Components.Get, TryGet
Add Components.GetAll<T>
Add Components.GetOrCreate<T>()
Make Event system more resilient to registering/unregistering events during an event
Added Component.Enabled
Components.Get<T> - T doesn't have to be a component (makes interfaces work)
Simplifying network data, can have lists in Network classes, and Network classes in Network classes
Remove bullshit from NetRead
Support [Net] nullables
Make networking classes a tiny bit more generic
Components are networked properly
Merge branch 'master' into components
Store a game assembly hash, only read network data if assembly hash matches
Don't clear embedded var values on hot reload
UpdateHash after server compile
BuildNetworkTable cleanup
Refactoring cleanup
Refactoring
Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name
Edge case
Network variables are read when changed
Merge branch 'components'
Network variables are read when changed
Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name
Edge case
UpdateHash after server compile
BuildNetworkTable cleanup
Refactoring cleanup
Store a game assembly hash, only read network data if assembly hash matches
Don't clear embedded var values on hot reload
ModelDoc: Warn if model has too many bodygroups
Make tag list editor in Hammer take less space per tag
Added Tags field to all entities in Hammer
Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead
Support for basic arrays in asset autofgd
Fix Render.DrawScene exception returns wrong image format
Added support for IList, List, IReadOnlyCollection to Asset autoFGD
Added support for TagList in assets
Added MathX.Remap
Added curve support to custom Entity properties via FGDCurve class
Merge branch 'master' into components
Components are networked properly
Support [Net] nullables
Make networking classes a tiny bit more generic
Remove bullshit from NetRead
Simplifying network data, can have lists in Network classes, and Network classes in Network classes