19,240 Commits over 3,898 Days - 0.21cph!
Moving WalkController to base, cleaning up
Commented out SkeletonInstance assert that triggers on player leave
Update physgun_freeze.vpcf_c
Freeze effect
Merge branch 'master' of sbox
Physgun freeze
Added IsValid checks for PhysicsBody, PhysicsJoint
Don't pass Mousewheel down to player when grabbing with physgun
Added ModelEntity.RenderAlpha
Gib fade
Merge branch 'master' of sbox
Trace result returns hitbox index
DamageInfo carries HitBox and HitBody
Prop applies force, gibs
Merge branch 'master' of sbox
Added ModelEntity.OnNewModel( model )
Added Prop entity, gets health from model's prop_data when model changes
Disable all the DebugOverlay.Line's that now work
Interop: Mark Color32 as [small] - which means it shouldn't be passed as a pointer (because it's smaller than a pointer so native isn't expecting it)
Fixed Physgun effect errors
Fixed picking up other player's guns out of their hands
Fixed guns hidden on drop
Cache model data
Double jump to noclip
Fixed more Right/Left mixups
Rebuild All
Physgun light
Don't commit these now we're compiling them in sbox_game
Rebuild skinning when ragdoll network vars changed
Update citizen ragdoll
Merge branch 'master' of sbox
Refactored particle binds to protect from crashes when garbage collecting particlesystem's after level closed
Model names can end in _c and we'll just fix them in engine
Citizen ragdoll fixes
EnableSelfCollisions by default
ModelEntity can be ragdolls
PhysicsBodyWorldToLocal, LocalToWorld
PhysicsGroup GetBodyIndex( body )
Network serverside ragdoll bones in CSkeletonInstance
Added Entity.Root
When attaching particles to entity and using offset, use offset as a local position rather than an offset
Vector3.Right and .Left were swapped
Update ParticleSystem
Fix attachment positioning to take into account the viewmodel fov difference
These weapons can use proper attachment positions now
BaseViewModel - no nered for eye attachment now
Physgun effects
Player eye angles are networked
Add bool networkable
Added IFrameUpdate (adding to an entity gives it a per frame think)
Recompile testmap, add standard postprocess
Physgun particles
Added PhysicsBody.GetVelocityAtPoint( p )
Update ci.yml
Added Breakables utility class
Add Model.IsError
Gun/BoxShooter gibbing debug
Allow physics debug world in release
Fix PeiceName spelling
Bind PhysicsBody.ApplyImpulseAt, Mass
Overide ModelEntity.Rot, set physics object rot if exists
Crate gib fixes
Add ModelEnt.SetModel( model )
modellib in sbox_game
Add Model.Load
Interop: Default value for structs
Crate gibs tweaks
Added Model.GetAttachment( name )
kv3lib to sbox_game
Allow addons to use System.Text.Json
Added Model.GetData<T>( keyname )
Add Vector3 JsonConverter
Added ModelExtension (addon code to make it transparent) Model.GetBreakList()
InteropGen - handle const* returns
def: Move KeyValues3 to common
Added EngineGlue.KeyValues3ToJson
Added ModelEntity.GetModel()
Added Model.GetJson( subkey )
Log chat in the console
Hotload tweaks
More hotload optimizations
Added [Hotload.Safe] - add to a class/struct to treat it as immutable as far as hotloading is concerned
Hotload ignore UI styles and other shit
Don't try to pick up static world with physgun
Console toolbar buttons
Merge branch 'master' of sbox