5,122 Commits over 1,552 Days - 0.14cph!
Fixed friend list rich state not changing
Close the game screen when joining a game
Add Join button on joinable friends games
Fix some annoying shit
Getting rid of SoundEnt stuff that we're not gonna use
Fix server not reinitializing PlayerScore on level change
Menu Context Time.Now uses RealTime.Now so we don't have to think so much
Merge branch 'master' of sbox
2D sounds
Merge branch 'master' of sbox
Added number.UnsignedMod( number ) extension
volume convar works
Added Panel.ChildrenOfType<T>
Added UserInput.ActiveChild, UserCmd.ActiveChild
Added ClientInput.SuppressButton, ClearButton, MouseWheel
Panel can subscribe to IFrameUpdate, IPhysicsUpdate (gonna have to figure out a better way for this dumb shit)
Added IClientInput
Merge branch 'master' of sbox
Fixed PostLevelLoaded being called in the wrong place, and being called multiple times
Merge branch 'master' of sbox
Scale Yoga values so we aren't snapping to pixels
Don't generate rpc __proxy method if we're an override, because the baseclass will have generated it
Fix translatey parsing
Delete crosshair panel immediately when destroying hud elements
CrosshairCanvas.SetCrosshair public
Merge branch 'master' of sbox
I'm commenting all these animgraph time > 0.0f asserts out, I reckon they don't account for predicted shit
Restore net_usesocketsforloopback
Fixed ActiveChild not being predicted 😟
Merge branch 'master' of sbox
Hide viewmodel if there's no view entity - viewmodel doesn't need to be a child of player/weapon
Clientside Authoritive entities use Player Predicted Time (fixes viewmodel deploy animation ping delay)
Bind StudioFrameAdvanceManual
Don't try to make clientside entities predictable
ShouldPredictAnimGraph always true
Player doesn't need to fall AnimFrame
Set ViewModel.Owner instead of .Parent - because it doesn't fuck with its position
Viewmodel anim tweaks
EnableClientsideAnimation doesn't seem to be doing anything useful
Fix animgraph prediction errors
Fix rust shotgun physics size
Restore managed predicted data back to last prediction value at the end of PostNetworkDataReceived
Add [Predicted] (Variable gets saved and restored with other predicted variables, but isn't actually networked)
Fixed ActiveChild prediction errors
Merge branch 'master' of sbox
Codegen - dump a txt file on exception
Codegen: don't ReplaceSyntaxTree etc if only doing Source Generators
SourceGen: OwnerRpc should test this as well as Owner
CodeGen: Hook up rpc_read
Hoo up rpc_read_static
Added INetIdentifiable
NetRead/Write deal with strings nice
Fixed viewmodel dissapearing
Fixed global RPC codegen namespace
Fixed static single Client RPC not being static
Spawnlist scrollable
GameTask test
Sandbox.Generator - threaded and optimized, code gen went from 3.9 seconds worse to 0.02 seconds worse 😎
Cleaned up network attributes
Rpc's use NetRead and NetWrite
CodeGen tests
Made scoreboard header accessible
Merge branch 'master' of sbox
A few more Rust materials
Rust Export: Fix AO export
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rust vehicles
Rust Export - Fix error with multiple colliders
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rust rocks
Rust Export supports detail layer
Rust Export cache GetTextureChannelSingleColor
Rust Export export MeshCollider
Merge branch 'master' of sbox
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These errors are acceptable, happen after hotload
FirstPersonCamera stores its last worked out pos instead of counting on incoming value
Some rust/nature converts
Rust Exporter handles foliage better
Rust Exporter: Straight copy the texture if you can
Rust Exporter: textures all in one folder, don't copy over
Rust Exporter: Handle multiple materials
Merge branch 'master' of sbox
rust overgrowth
Touching these
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Implement ShiftIntermediateDataForward
Prediction fixes
Speed up Assets.LoadAll a little bit
Ignore missing entity spawnicon icons
IEquatable for TimeSince, TimeUntil
Compare C# predicted data, warning on different (this'll need something done to it in the future, but it works for now)
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