3,308 Commits over 944 Days - 0.15cph!
Give player weapons in OnFinishSpawn instead of initialize
Fix client side player model initialization. Try to keep weapon world model at player models attachment point at all times.
Protect against ensure in DetachFromComponent for static meshes (gives warning instead)
Always allow client to call client RPC
Throw when calling client RPC and owner is null
Fix NRE on server when placing tripmine
Autocomplete for ingame console
Webcon fixes
Scroll to bottom when running a command
Key binds system, bind, unbindall, exec, binds, writebinds
Only weld physics simulated entities. Physgun adds selection outline to every entity in the hierarchy
Weld root entity in parent hierarchy
Sandbox player noclip
Prefix sandbox ui elements for now to fix vue errors
Fixed physgun freeze/unfreeze not working on welded entities. Added welder weapon.
Added "reload" command
Reloading map assets will reload the map brushes too
Merge branch 'master' of SandboxGame
Made sandbox player a weapon controllable. Added scoreboard and weapon selection. Gave physgun.
Lights set defaults in constructors
Fix promise crashes in sound generator, update bindinggen
Move SineSound test to sandbox gamemode
Moved hl1 specific spawn point entities to hl1 addon. Added simple player to sandbox gamemode.
Comment out useless bullshit in sound generator that stops the game from building
Add WorldEntity.CullDistance
Some C++ project cleanup
Fix ladders and third person camera. Disabled SineSound test (crash on player death, move this to sandbox gamemode)
Sound generator improvements, need to tweak math
Fixed main menu keyboard not working
Version vars
Delete children deletes Children instead of AttachedChildren
Renamed TextureRenderTarget to RenderTarget
RenderTexture inherits from Texture
Use exception.Message instead of "Unhandled exception in Task callback"
BaseWeapon is a MeshEntity
Render scene to render target with scene capture entity
Set owner to attachment parent
Destroy children in engine, added exception for using destroyed entities, fixed some of those instances
Removing DestroyAllChildren to be sure it's the cause of the ensure
Add FindCollisionUV to HitResult
Initial render target support. Render.DrawMaterialToRenderTarget. Painting proof of concept.
Loading bsp ambient lighting
Added texture filtering options. Added lightmap_filter command for debugging purposes.
Added leaf ambient lighting to bsp lib. Added initial support for lighting probes (precomputed light volumes)
Moved lightmap from mesh entity to model. Fixed brush models having no lightmaps.
Cubemaps can be loaded from file (single texture file, 6 images in a row or columns)
tab does the same as space in autocomplete
Destroy tweaks aimed at fixing the ensure
Detach as part of destroy
Moved consoleInput to its own component
Up/Down history
Autocomplete popup
Autocomplete selection
Space when autocomplete is selected inserts text
Partials, Ordering, Values
DestroyAllChildren no longer iterates all entities, Added Entity.Children, moved old Entity.Children to Attachments, moved where DestroyChildren is called
Initial high resolution screenshot support.
Throw exceptions if setting attachment/owner/parent on !Authority entities
Merge branch 'master' of SandboxGame
Oops
Copy paste more
Channels and SampleRate shouldn't be private
DEDICATEDSERVER should get defined now
Fixed point_spotlight getting flipped on client
Light properties should be replicated now