2,064 Commits over 944 Days - 0.09cph!
Add FinishedSpawn to BaseEntity. Add assert "Player trying to control an entity that hasn't spawned yet"
Control player after spawning it, not before.
Hacky fixes for weapon throwing and attaching
Added extrusion step to block tool
Fixed block tool not creating blocks with correct orientation when created on non axial planes.
Add option to play sounds without broadcasting it (needed for things like footsteps, client determines when to play sounds but listen servers also want to play without broadcasting it)
Replicate IsGrounded to fix player footsteps. Fix footsteps on listen server.
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)
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.
Made sandbox player a weapon controllable. Added scoreboard and weapon selection. Gave physgun.
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)
Render scene to render target with scene capture entity
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)
Initial high resolution screenshot support.
Added timescale console command
Quantize lightmap samples. Skip unwanted bsp faces.
Add my path to CookContent.bat
Only mark debug renderer state dirty on the game thread
Material importer loads texture cube if the material parameter requires it
Added SetCastShadow and SetLightingChannels to BaseWorldEntity
Recreate physics state when scaling world entities (fixes setting scale after setting model)
Keep managed renderer component alive
Block tool can create box primitives with grid snapping on any surface
Map builder tools with toolbar hud
Add ExtrudeFaceAlongAverageNormal
Add GetAverageFaceNormal and OffsetFaceAlongAverageNormal. Initial face splitting support.
Offset editable mesh debug lines to fix z fighting
Moved debug drawing to C# using experimental rendering component that calls back to C# with the PDI
Editable mesh face index from collision face index
Map editor stair builders
Moved screen deprojection funcs to player controller
Screen position deprojection so line traces can use screen position
Added map editor crosshair, visible when moving camera
Added BaseHud.OnMouseButton so map editor can lock/unlock mouse on middle mouse button