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21,396 Commits over 1,552 Days - 0.57cph!

4 Years Ago
Better shadercompile icon for tools Add button to edit shader with VSCode or any editor of choice, Clean up ReadVfxFile function Remove Sandbox.Shaders.Base Add stub for postprocessing manager and postprocess base Iterating on post process manager and postprocess base Shut down sbox postprocess manager Merge branch 'master' of sbox
4 Years Ago
Added IInventoryEntity Merge branch 'master' of sbox
4 Years Ago
Fix typo in CommonConstraintConfig.IsValid
4 Years Ago
Better param names in config to avoid typos
4 Years Ago
Add summary for revolute config
4 Years Ago
Fix WithLimitEnabled
4 Years Ago
Add WithLinearSpring, WithAngularSpring to weld joint config
4 Years Ago
Add comments for revolute motor funcs
4 Years Ago
Add motor api to revolute joint config (WithLimitEnabled, WithPositionModeMotor, WithVelocityModeMotor)
4 Years Ago
Add motor params to revolute joint config
4 Years Ago
Bind PhysicsJointMotorMode enum
4 Years Ago
Put joints in their own folder, keep it all tidy
4 Years Ago
Add StartsNotActive to common joint config
4 Years Ago
Native helper func to fill out PhysicsJointDesc_t
4 Years Ago
Add friction and breakable impulse limits to common joint config
4 Years Ago
Cleanup duplicate code as much as possible in joint api
4 Years Ago
Update .editorconfig Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
4 Years Ago
Disable EnableSceneObjectOverride for now Don't create joint if both bodies are null in the config Make sure collision property isn't null before trying to get physics body from it
4 Years Ago
Don't allow setting self as parent If we have a parent, copy its ShuldDraw() Added Entity.EnableIgnoreParentShouldDraw (todo name better) When updating visibility, also update child visibility Merge branch 'master' of sbox
4 Years Ago
Remove a log left over by mistake
4 Years Ago
Add ShadowsOnlyEnabled via scene object override
4 Years Ago
If any of the compilers failed to compile, don't load any of them Merge branch 'master' of sbox
4 Years Ago
Typo :S
4 Years Ago
Redesign physics joint api with builder design
4 Years Ago
Added Entity.Owner
4 Years Ago
SetParent with no transform overload Added PhysicsBody.EnableTouch Rename Entity.Follow to Entity.Hierarchy Added Entity.ActiveChild Added Entity.EnableTouch even though in my tests it does nothing Fix possible NRE in Hotload Fix DebugOverlay.Box depth test wrong way around Added Entity.WorldRot Ball Gun Mockup
4 Years Ago
Added Entity.EnableShadowCasting, EnableShadowReceive Renamed DrawingEnabled to EnableDrawing Renamed CollisionsEnabled to EnableAllCollisions Call DispatchUpdateTransmitState when changing Entity.Transmit Drop the balls with E (unparent test)
4 Years Ago
Added Entity.ResetInterpolation()
4 Years Ago
Comment out ui render test so there isn't an ugly square in the corner
4 Years Ago
Added Entity.Parent ResetInterp when parent changes Added Entity.WorldPos Added Entity.PhysicsClear() Added "hat" attachment Stick balls on your head Merge branch 'master' of sbox
4 Years Ago
Bind CRenderAttributes
4 Years Ago
Set UI render material and texture from managed
4 Years Ago
Added Entity.FollowedEntity Merge branch 'master' of sbox Interop: Added StringToken type Added BaseEntity.SetParent overload which takes a straight up CTransform instead of a pointer Entity.FollowEntity just calls SetParent String Token return 0 if null Merge branch 'master' of sbox
4 Years Ago
DrawQuad and DrawIndexed in managed
4 Years Ago
Add ArgUShort to InteropGen. Bind 16 bit index buffer.
4 Years Ago
Added Entity.IsWorld DevCamera zoom Delete on touch Merge branch 'master' of sbox
4 Years Ago
Fix annoying assert in conical joint swing limit
4 Years Ago
Avoid using vector2 binds for now Add UIRender.DrawSetColor
4 Years Ago
Add UIRender.DrawQuad
4 Years Ago
Expose Entity.MoveType Set setting Pos on entity, move its physics too Added Entity.StartTouch, Touch, EndTouch callbacks Added PhysicsBody.Pos Beachball prop fixes so it works like a prop Touch tests
4 Years Ago
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
4 Years Ago
Ignore accesslist.txt
4 Years Ago
Delete build debris Update build order to build managed and run InteropGen first Ignore build debris
4 Years Ago
Show (Dynamic) Recompile Shader button in tools if the used material has shader sources, including from addons Add recompile active shader function to tools, add shader compile icon
4 Years Ago
Bind g_pNetworkClientService Fixed console commands from console or ui not forwarding to server
4 Years Ago
Added debug controls Merge branch 'master' of sbox
4 Years Ago
Disable P4 functions Make VCS writer aware of an addon and write it to the addon folder Build file array taking all GAME paths in consideration Generate a dummy .ini file in the target addon folder to signalize to shader processor Better format shader compile progress if we are compiling ingame, notify which addon the shader is compiling to Further improve ingame logging formatting for some things on vfxcompile Reload shaders after ingame shader compilation is finished Add ModName string specifier to vfxcompile dll header
4 Years Ago
Added CollisionProperty.GetCollisionBounds() Player Physics Hull to c#
4 Years Ago
Limit total ragdoll count, delete oldest
4 Years Ago
CollisionGroup get/set Added ModelEntity.GetModelName()