3,308 Commits over 944 Days - 0.15cph!
Use Debug.Mesh for now to show editable mesh triangulation
Editable mesh face extruding
Model Test
Model mesh test
Added traits to half edge mesh to allow for texture planar mapping on brushes
Started to port over editable meshes to C#
ManagedMesh
ManagedMesh filling
Renamed Render to Debug
Mesh and BSP wip - H to "spawn map"
Remove hotload notice from BaseEntity, fixes bot tick disappearing after hotload
We need to swap delegate instances if target type is being swapped
SourceImport addon (using Jame's SourceUtils)
Extra references for addons
Moved material + texture importers to addons
Renaming
Map asset
Switched assets to use importers
Removing unused
Filesystem.Check - placeholder
Handle null materials/textures better
Scriptable particle modules. ParticleModuleSizeByVelocity
KeyEvent
FGenericApplicationMessageHandler Proxy
Pass chars to the html panel
Mouse clicking
Mouse wheel innit
SetCursor
Fixed cursor flicker
Manually lock and unlock cursor
Replaced placeholder cursor
Fixed cursor update rate
Fixed doubleclicks swallowing mosue clicks
Cleanup
Update mouse state after keyboard state changed
Added SandboxInput
OnMouseMove raw
Console in game (WIP)
Use bulma from webpack
Fix crash when switching maps
Reflected impact effect for bullets
Fixed Sequence contains no matching element
Tripmine is placed, not thrown
Implemented trace material lookup
Removed debug log
Added "startmap" console command (should act like map + changelevel)
Organising
IsValidMap check
Menu gamemode fix
AlphaScaleOverLife, ColorScaleOverLife
Don't crash when doing virtual RPC
Fix grenade and tripmine ammo counting in multiplayer
Load Sandbox.Analyzers in addons, fix some sln shit for no reason
Clear materials when hotloading
Shaders proper switching proper proper 2x
Fixed crash when material switch shaders
Merge branch 'master' of SandboxGame
Preserve more whitespace in console (fixes up arrows on compile errors)
Bring back explosion and rocket trail effects
Fix generics in compiler proxy, reduce duplication in grenade and tripmine
Add my path to CookContent, remove nocompile
Vector3Range doesn't exist anymore
Only cast hidden shadows for weapon world models when they are attached to player
Commit before mipmap gen
Particle work
Fucking around
Progress
InitializeDefaults is an editor thing
Implemented curve random
Refactor curves on native side
Added DistributionVectorUniformLinear
Try this
LifeScale
SpeedScale, SpeedScaleMax
WithConeVelocity
SpawnRadius
Particle collision
Tweaks
Compile fixes
Acceleration, gravity
CollisionDistance
Particle lights
Polished the floors
Automatically delete expired particle systems
WarmupTime, WithFixedUpdate
Align, Sort
Removed some unused code
Shader organise
Fixed restored smoke effect
Blood effect restore
Merge branch 'master' of SandboxGame
Bindings rebuild
Merge branch 'Particles'
Rebuild bindings
Merge fixes
Fixed restored smoke effect
WarmupTime, WithFixedUpdate
Align, Sort
Removed some unused code
Shader organise
Added BaseWorldEntity.GetFaceMaterial (only works on static mesh and brush models atm)
Automatically delete expired particle systems
Add morph targets to skeletal import data