19,244 Commits over 3,898 Days - 0.21cph!
RPC to single player works
Make Todd less likely to be the first bot
Don't clear network socket interfaces on server shutdown, unless we're a dedicated server
Flag up if we can'r resolve a reference in access control
Add single player target for Client RPC calls
Clean up custom network var writing
Automatically enrol classes deriving from LibraryClass
Use steamclient sockets by default, only use gameservernetworkingsockets if dedicated server
Fix "worldspawn" exception
Random bot names
Error notice fixes
Adde Panel.WaitThen, Panel.WaitForTransitionThen
Added killfeed to flying head addon
Rebuilding ghost - try to make it not be red
die particles
Fixed exception with particle screenshake
Added ModelEntity.CollisionsEnabled
tracer particle tweaks
EntityEffects binds
Added Entity.DrawingEnabled
particle updates
Bind CCollisionProperty
Grab collisionproperty on ModelEntity
Ghost Model: define bounds hull
Player - update physics hull after model set
player: don't UTIL_SetSize
Shoot lasers from alternative eyes
Added Player.IsLocalPlayer
Particle system attachment basics
Citizen export test
Rust export test
Unity prefab/material to Source2 export script
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Move PropertyClass
Move PropertyClass to game
Added LibraryClass, NetworkClass
Correctly tick WriteNetworkEntities
Entity derives from NetworkClass
Network PlayerController (mockup)
Fix NetRead/NetWrite now public
PlayerControl is set serverside and networked down to client
Library class lookup dictionary
Debug remove
Don't shoot when dead
Bind Get/SetLifeState
Strip unused damage stuff from native
Added Entity.OnKilled
Fixed Player.Local not getting null when player destroyed
Remove gamestats
Gamemode picks our respawn point
Can't make GLST's for sandbox right now so use the DS Ip instead of steamid
Allow access to System.Nullable
Add Panel.BindToMethod
Add Entity.Health
Create MethodBind.cs
Health UI
Fixed UTIL_GetLocalPlayer in shatterglass server
Apply prediction rules to EmitSound
Enable Steam Sockets
Added option to join Garry's SteamId
Added DamageInfo
Fixed exception in Trace.Ignore
TraceResult propertly returns the hit entity
Health + TakeDamage binds
Do actual damage in test addon gun (shatter glass etc)
Asset updates
Implement .Ignore( ent ) for traces
Entity.Rot
PlayerController.Rot
Citizen skin tweaks
Moved codegen .gen folder to addon root (it's only used for diagnostics right now)
Update .gitignore
Content List is flat and organised by type instead of folder based
Addon dependancies caps insensitive
Add Content to Sandbox.Generator
Citizen addon: generate code so we get a content list
MyAddon - depend on citizen, use generated content path
Buffer up native console prints until newlines
Disable ESP
Clean up this code
Move hotloadmanager into Gamedll
Bot code
Entity Flags binds
Create EntityFlag.cs
Fixed eye angles on server
Allow model Just In Time loading
Add CBaseModelEntity binds
Crash todo in CModel::SetupAttachmentTransform
Bind CSkeletonInstance
Tweaked managed entity creation order so we can do stuff in Spawn
Added ModelEntity
Player derives from ModelEntity
Don't call SetCollisionBounds from native baseplayer
PET: Don't give us any of the mod mismatch warnings
Test light impact, sound impact
Added gameglue
Added Decals class
Glass fixes
Fixed exceptions due to LIGHTING_ORIGINS 0
testmap update
Compiles
shatterglass materials/textures
Added "decalSpecularExp" to sheet.h so decal sheet will build
Created IRuntimeAsset (this is bad naming, review)
SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
Compiled sounds
Added JsonToKeyValues3 to EngineGlue
Added Entity.EmitSound
Create keyvalues3.def
Create soundeventmanager.def
WIP can define sound events in code
A bunch of Rust sounds
Deleting these soundstacks
Deleting these soundevents
Add soundstacks_hlvr_core to the manifest
Added Player.Input
Added Player.Tick
Warn us about not precached stuff instead of popup assert
GetParticleSystemIndex by default calls FindExistingResourceByNameLoadingJustInTime
Interop gen treats anything starting with global as a global
Bind DispatchParticleEffect
Test tracer/impact particles
Fixed panorama keybinds not being set (hardcoding them in CUIInputEngine::ReloadKeyBindings instead)
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