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2,064 Commits over 944 Days - 0.09cph!
Use ShooterBase for Sandbox gamemode
Support subsoundscapes in env_soundscape
Use correct volume and pitch when playing soundscapes
Support playrandom and playlooping for env_soundscape entity
Add PlaySoundScript console command for testing
Support multiple play entries in soundscapes
Add source script library used for soundscripts, soundscapes and surfaceproperties
Add SoundScript.FromKeyValues
Parse playlooping and playsoundscape in soundscapes
Add SoundScape.FromKeyValues
Start to load sound scapes from manifest file
Start parsing surface properties from manifest file
Only find physical material if $surfaceprop exists
Add default source physical material
Pass physical material through hit result
Add bindings for setting physical material
Update coherent.js version
Ignore trace messages on console overlay because they're annoying and not that useful
Add some missing sounds to suicide barrels
Add worldspawn and info_player_deathmatch to source addon
Fix hl1 entity compile errors
Properly namespace deathmatch addon
Add ShooterBase addon. Move first person shooter related code out of Engine addon.
Load vo_axis and vo_allies sounds
Add debug sounds ui to test sound scripts
Add wm_teamvoiceannounce and test playing of sound scripts
Fix ambiguity after file rename
Rename File to ScriptFile
Remove end line token from script lexer, clean up script file parser
Add wolfet sounds file parser
More progress on wolfet script parsing
Progress on wolfet script parser
Add FileSystem.ReadAllText. Start on wolfet script lexer and parser.
Add Vector3.SafeToNormalize
Add Matrix4x4.FromOriginAndBasis. Fix ibsp normals and tangent vectors.
Simplify point_message by checking distance from player instead of costly collision triggers
Add simple radio entity to sandbox gamemode
Fix ProjectWorldLocationToScreen (broke in 4.19)
Test func_door_rotating animation
Add SoundEntity.EnvelopeValue
Add radio entity using shoutcast protocol
Add some missing wolfet entities
Add SoundEntity.VolumeMultiplier
Disable tick for speakers and static entities
Add PostProcessVolume.AmbientOcclusionIntensity
Use speaker range and volume
Parse sps files (speaker script) and spawn speaker entities
Implement ISoundInstance for sound entity
Add basic sound emitter entity
Merge branch 'master' of github.com:Facepunch/SandboxGame