2,064 Commits over 944 Days - 0.09cph!
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
Broadcast player model anim
Destroy clothing meshes when changing player model
Bend spine more when crouching to be in more inline with the aiming. Remove footsteps when crouching.
Added SetMasterPose that will sync skeletal meshes with another. Added clothing to player model (don't expect it to be networked yet)
Switched around scroll weapon selection, don't know if this was intended.
Taking ammo from a weapon on pickup broadcasts a ammo pickup sound
Fix viewmodel switching sometimes showing 1 frame with no animation
Broadcast pickup sound for inventory package
Fixed skeletal animation looping missing a frame. Added Looped to animation import meta.
Fixed some animations not importing all available frames
Progress on hold types, not finished and not networked yet (don't try to use it)
Testing layered bone blending. Removed ironsights
Started on layered bone blending. Importing non pow2 textures as uncompressed non mipped
Weapon selection hud uses short name
Remove inflator
Explosive checks line of sight when dealing damage
Kill rocket effect on destroy
Client side rocket particles