userGarry Newmancancel

19,240 Commits over 3,898 Days - 0.21cph!

4 Years Ago
Water cleanup
4 Years Ago
Shitty water physics
4 Years Ago
native struct RnCapsule_t is Capsule Bind CollisionProp.SetupPhysicsFrom* Added PhysicsGroup.SetSurface( surface ) Added ModelEntity.SetupPhysicsFrom(Model/AABB/OBB/Capsule) Create sea physics object
4 Years Ago
Cp,[iled editor tool shit Added Physics.GetPointContents Merge branch 'master' of sbox
4 Years Ago
testmap with sea
4 Years Ago
Sea model for hammer
4 Years Ago
MeshSystem.CreateWorldModel returns a Model WaterSea sets the mesh as its model instead of creating a new scene object
4 Years Ago
Hammer: Load all addons/config/*.fgd
4 Years Ago
Add CMsgQuat Bone following particle offset network properly
4 Years Ago
Particles.SetEntityAttachment PATTACH_BONE, BONEFOLLOW Compile fix Fix balloon rope being predicted out Added Particles.SetEntityBone SetEntityBone has offset Merge branch 'master' of sbox
4 Years Ago
Fixed forwarded key bind commands triggering twice
4 Years Ago
Fix
4 Years Ago
Bind DemoEyeQuat Added Sound.SetVolume, SetPitch, SetPosition Replace old EmitSound with new Sound object
4 Years Ago
Sounds via SoundOpGameSystem sound op system support host suppression Rename ParticleSystem to Particles
4 Years Ago
Particle system creation uses hostindex, so can be prediction supressed
4 Years Ago
Don't use source's SuppressHost stuff Client can ignore incoming RPCs if they already predicted it Added Global.IsPlayingDemo Fixed Assets not loading when playing demos Don't suppress when playing demos Added JsonConverter for Material Fixed assets not loading in demos proper Debug output
4 Years Ago
Added Transform.RotationToLocal, RotationToWorld
4 Years Ago
Fixed ClientInput.StopProcessing not getting reset
4 Years Ago
Fixed bakeresourcehelper debug output Fixed coreclr debug output NRE fix Bind g_pResourceSystem Material store its ResourceId Entity can be sent via RPC Move Prediction.cs Assembly Library AssemblyWrapper hosts OnRPC Networking can deal with global RPCs CodeGen can handle global RPCs RPCs can send Rotation RPC can read rotation Decal global RPC for placing decals return after remove in AssemblyLibrary GetBoneTransform returns shit serverside now Decals are networked via our RPC
4 Years Ago
Uncomplicated CalculateBakePath Remove unused var reference Ignore *_bakeresourcecache.vpk
4 Years Ago
Rope fix
4 Years Ago
Added missing hammer materials etc
4 Years Ago
Fixed blood decals showing through fog
4 Years Ago
testmap update
4 Years Ago
This shouldn't be here Fix Trashcan01 ao Use SBADDONS for our addons instead of ADDONS, to avoid conflicts Add GAMESRC path (core_src) Fixed cubemaps not building Update testmap
4 Years Ago
Adding surface properties to a bunch of props Adding dark area to testmap Remove unused code Metal impact tweaks Metal impact decal SetModelFromKeyValues on BaseModelEntity for now (need to expose CEntityKeyValues)
4 Years Ago
Blood impact decal DoBulletImpact predicted
4 Years Ago
Metal surface impact
4 Years Ago
Removed crosshair glow Fixed prop gibs not inheriting velocity properly Added wood.sheet.surface Crate is made out of wood.sheet.surface
4 Years Ago
Fixed ragdoll death velocity
4 Years Ago
Fixed assets not always propertly hotloading Added PostReload to SoundEvent Surface.DoBulletImpact does impact sound Bullet impact sounds
4 Years Ago
Add volume_atten to soundstack Entity EmitSound takes position and volume Stripping a ton of unused anim events Added ModelEntity.OnAnimEventFootstep Added Host.Color Added Footsteps to surface Added Surface.DoFootstep Some citizen footstep anim events Undebug overlay
4 Years Ago
Added Entity.Transform, PhysBody.Transform Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld Vector3 equals uses IsNearlyEqual Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
4 Years Ago
Added float.AlmostEqual Rotation equals uses almostequal Transform.ToLocal( transform child ) & ToWorld Added Transform unit tests Fix unit tests Merge branch 'master' of sbox
4 Years Ago
Shader rebuild Merge branch 'master' of sbox
4 Years Ago
Use Decal Asset Asset hotloading bullethole assets
4 Years Ago
Debug out Asset loading generic
4 Years Ago
Added shitty placeholder range editor that took way too long to make
4 Years Ago
Asset compile fix Update config\decal.asset
4 Years Ago
Added type menu to inspector
4 Years Ago
Automatically add asset types instead of hardcoding assettypes.txt Include assetbrowser in gmod_game since I get the feeling I'm gonna rip the ass out of it Asset icons Scale icon in assetbrowser Remove surface_properties asset type Remove unused Ignore QPixmap::scaleWidth warnings
4 Years Ago
ADDONS path Don't ever use sdkenginetools.txt Programatically add inspector and its file type associations Inspector loads from config/*.asset
4 Years Ago
Remove debug shit
4 Years Ago
Compile fix
4 Years Ago
Fixed dev_preview particles
4 Years Ago
Fixed def errors Added bind friendly MeshSystem.CreateProjectedDecal Actually fuck that, I don't want to compile the whole engine again InteropGen - reduce span so we can see errors Handles Update sceneobject.def Update Handles.cs Update SceneObjectFlags.cs SceneObject Get/SetBoolValue Decal cleanup Merge branch 'master' of sbox
4 Years Ago
Add types for AnimSceneObject, SceneParticleObject
4 Years Ago
Make GetManagedType, GetManagedHandle const Child handle types return handle class instead of native class Merge branch 'master' of sbox
4 Years Ago
SceneObjects are handle based Interop: Added HandleChild SceneObject OnNativeInit/OnNativeDestroy Added Assert.AreEqual Added HandleIndex.ForceNextObject Light + Skybox constructors force that object as created object
4 Years Ago
Added ModelEntity.GetBone( PhysicsBody body ) TraceResult has Bone - which is the bone that the hitbox is attached to, or that the physics object is attached to