3,308 Commits over 944 Days - 0.15cph!
Preloading our map in GameInstance::OnPreLoadMap so that hopefully brush models are valid before entities are replicated
Seeing if PreloadContentForURL runs on client
Put gamemode and map in url to see if client receives it
FuncDoor spawns brush model without Authority check
Refactored PhysGun to make sure physics handle is removed when not grabbing or weapon is destroyed
Re-add DLLs without using LFS and without screwing around with git history
Give player PhysGun last (so it isn't the default weapon)
Remove map BuildData
Add UE4 map BuiltData to gitignore
Interpolation for ControllableEntity
Console log for ActorCreated
Merge branch 'master' of github.com:Facepunch/SandboxGame
Safer static mesh loading
Physgun can pick up BaseWorldEntity
Reset recorded data when enabling/disabling interpolation
Add 50ms to interpolation delta to avoid jittering as updates slow down
Merge branch 'master' of github.com:Facepunch/SandboxGame
Revert last commit, too buggy. Fixed jump sound not networking
Attach weapon world model to players hand
Always tick pose and refresh bones
Trace ground client side so players have a valid ground to play footsteps from
Fix bot eye angles (can't use control rotation because bots don't have a controller)
Fix movement input not going in the direction of the player
Cleaned up movement input and eyeAngles so bots can also set them
Run bot movement server side
Make bots run forward to test footstep sounds
Enabled sound attenuation by default. Add PlaySound2D binding. Attenuate non local footsteps. Broadcast player jump sounds.
Only upload master branch to Steam, slackSend build errors
Merge branch 'master' of github.com:Facepunch/SandboxGame
Made bouncy balls bouncier
Revert "Parallelize client/server build"
This reverts commit 87751bbad75abb35b84e0963697710082e1e6841.
Parallelize client/server build
Material sprite rendering
Added IsAttachedTo and GetParentOfType to BaseEntity. Fixed #88, Fixed #87, Fixed #81.
Broadcast ball impact sound
Fix ball shadow mesh sizes
Bouncy ball impact sounds
ent use activator is now a controllable
Gave base weapon controllable a way for the server to play a sound for a client
Don't play sound on server
Gave world entity a use function. Give health when ball is used
Fixed CCD getting disabled
Try setting CCD on the client too?
Figuring out why CCD isn't work on dedi
Fix ball shadow mesh scale
See if this fixes balls on dedi
Bouncy balls cast shadows
Fixed bouncy ball collision on client
Updating to .NET Core 2.0 (preview 2), not working yet
dynamic is BANNED
Merge pull request #89 from Facepunch/netcore2.0
Upgrade to .NET Core 2.0 preview 2
BroadcastMessage -> BroadcastMessagePlayer (overloaded methods fucking up RPCs?)
Interpolation properly enabled by default
also added sandbox.VisualizeInterpolation ConVar