7,482 Commits over 3,622 Days - 0.09cph!
Separate sprite and billboard ribbon entity
Fixed billboard ribbon bounds
Temp fix for anim crash until i figure out what's really wrong with it (bone modifiers need to be done properly anyway)
Use sort mode distance to view as default for particle emitters
Added BaseEntity.MoveTo that moves and sweeps, returning a hit result. Added BaseEntity.MasterEntity so collisions can choose to ignore it. RPG is moved manually instead of using physics.
Go through managed component to set entity location
Add sweep options to SetActorLocation so moving actors can trigger overlaps
Start on crossbow, not finished
Custom ammo pickup notifications
Add a slight delay to grenade damage explosions so chain reactions don't explode instantly
Don't shake player if it's pending destroy
Run mip map resize in tasks, bump up mip map level to 5.
Fix crash loading leaf ambient lighting. Fix texture reloads not clearing the existing mips
Unfucked texture loading. Cache++
Started on cubemap importing. Removed default sky light cubemap, can't find it in standalone build?
Sky light entity with default cubemap
Remove everything except for post proc from bootstrap (needs content cooked)
Add dummy light and light_spot hl1 entities
Directional, point and spot light entities. Add directional light to map builder
Move worldspawn ent to hl1
Add basic flying movement to map builder so it actually does something
Added sandbox gamemode dummy classes
Character teleport uses origin (bottom of collider)
Fix jumping into ceiling not stopping velocity
Replicate view offset to server so it has correct aim position
Smooth view when stepping up/down
Added other hl1 maps. Player model clothing shadow settings.
Added Controllable ViewLocationOffset to allow changing of eye height
Shrink player collider when crouching
Added jump input to CharacterControllable
Remove jump input binding
Player physics uses collision profile and managed shape entity for sweeping
Cling to ladders and dismount with jump
Add world spawn entity. Create world impacts on all brush models.
Moved all player movement to C#, more robust quake style collision solving.
Push player movement out of penetrations
Fix decals fading out in indirect lighting
Release texture resource when reloading. Fixes crash when hotloading texture of a different size
Decal entity. Added DepthFadeDistance to ParticleLit.
Generate materials for static meshes when no metadata exists