21,407 Commits over 1,552 Days - 0.57cph!
ModelDoc: Add *.obj to mesh files extensions list
Fixed exception in RunCommandFromClient
Cleaning up gameglue
Fixed UI being offset in console
Fixed menu background image size
Add navmesh to testmap
Initial NavMesh binds
Merge branch 'master' of sbox
Fixed drone material
Physics impact sound tweaks
Keep children sorted (will need to revisit)
Effect tweaks
Stop doing skin goo particles
Texture fixes
Texture fixes
Merge branch 'master' of sbox
Make drone spawnable from ent menu
Add server cmd to switch active inventory slot by name so we can switch to toolgun when switching tools
Fix decals lagging a frame behind
Adding some sounds
Merge branch 'master' of sbox
Adding some textures
Fixed surface properties not hotloading
Tweak the way CombineRestitution works so we can make things bouncy
Update surfaces
delete alyx addon
Fuck impact_physics_dust
Merge branch 'master' of sbox
leaf blower
Add max trace distance to base tool
Merge BaseSpawnerTool functionality into BaseTool to avoid multiple base types
Filter out Sandbox.Tools.BaseSpawnerTool from UI
Disable temporal reprojection from volumetric fog
Fixed UI left/right/up/down not scaling
Fixed background properties not being inherited
Support for background-size: cover + contain
HotloadManager outputs exception on errors
Fix panel event exception when hotloading fucks up on Action<bool>
Allow access to Library.Spawnable
Entity Spawn Menu
Merge branch 'master' of sbox
Balloon uses BaseSpawnerTool
Add BaseSpawnerTool to avoid duplicate preview drawing code
Rewrite sandbox tools using new tool system
PlayerInfo to PlayerScore
Added Tool system
Implemented physics sounds
Fixed SceneObjectUpdater leak
Draw water stuff just before drawing translucents
Add SceneLayer to ModelEntity
Merge branch 'master' of sbox
Added Physics.TestPointContents
Entity.InternalEntityKeyValue gets called with a list of map entity keyvalues
Added [HammerProp] for setting entity properties from hammer/fgd shit
Merge branch 'master' of sbox
Put WaterSea on water scenelayer
Organize scenesystem definitions, start binding ISceneLayer
Add per-basemodelentity scenelayerid and bind it
Tiny adjustments to CreateRawModel
Handle Water layers, assign custom scene layer ids
Add RenderMeshFile bone parent to modeldoc (reskin all verts of a mesh to a bone)
removing a bunch of unused stuff from vr_complex
Added Trace.HitLayer( layer )
Fixed ModelEntity.ClearCollisionLayers (takes no args)
CollisionGroup.Trigger is bullshit, just do EnableSolidCollisions = false
Water surface can be shot
Whitelist System.Private.CoreLib/System.Enum
Clientside ragdolls float in water
Merge branch 'master' of sbox
Cleanup and add option to fade to global cubemap if out of bounds
Fix seamless cube bounds
Remove unsed water stuff
Player controller swimming
Added PhysicsBody.FindClosestPoint( vec )
Added PhysicsBody.Density
Fail gracefully if Assets.Load couldn't deserialize
Added BBox.Size, Volume, RandomPointInside
Water: splashes are clientside, splash sound, objects denser than water sink, flat objects lay flat on the surface of the water
Water sounds
Update usermessages.proto
native struct RnCapsule_t is Capsule
Bind CollisionProp.SetupPhysicsFrom*
Added PhysicsGroup.SetSurface( surface )
Added ModelEntity.SetupPhysicsFrom(Model/AABB/OBB/Capsule)
Create sea physics object
Cp,[iled editor tool shit
Added Physics.GetPointContents
Merge branch 'master' of sbox
Disable screen aligned triangles for now and make water wave happen at the center rather than pointing up
MeshSystem.CreateWorldModel returns a Model
WaterSea sets the mesh as its model instead of creating a new scene object
Hammer: Load all addons/config/*.fgd
Balloon rope uses new bone attachement stuff
Try porting over drone