21,396 Commits over 1,552 Days - 0.57cph!
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
Added IInventoryEntity
Merge branch 'master' of sbox
Fix typo in CommonConstraintConfig.IsValid
Better param names in config to avoid typos
Add summary for revolute config
Add WithLinearSpring, WithAngularSpring to weld joint config
Add comments for revolute motor funcs
Add motor api to revolute joint config (WithLimitEnabled, WithPositionModeMotor, WithVelocityModeMotor)
Add motor params to revolute joint config
Bind PhysicsJointMotorMode enum
Put joints in their own folder, keep it all tidy
Add StartsNotActive to common joint config
Native helper func to fill out PhysicsJointDesc_t
Add friction and breakable impulse limits to common joint config
Cleanup duplicate code as much as possible in joint api
Update .editorconfig
Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
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
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
Remove a log left over by mistake
Add ShadowsOnlyEnabled via scene object override
If any of the compilers failed to compile, don't load any of them
Merge branch 'master' of sbox
Redesign physics joint api with builder design
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
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)
Added Entity.ResetInterpolation()
Comment out ui render test so there isn't an ugly square in the corner
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
Set UI render material and texture from managed
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
DrawQuad and DrawIndexed in managed
Add ArgUShort to InteropGen. Bind 16 bit index buffer.
Added Entity.IsWorld
DevCamera zoom
Delete on touch
Merge branch 'master' of sbox
Fix annoying assert in conical joint swing limit
Avoid using vector2 binds for now
Add UIRender.DrawSetColor
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
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.
Delete build debris
Update build order to build managed and run InteropGen first
Ignore build debris
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
Bind g_pNetworkClientService
Fixed console commands from console or ui not forwarding to server
Added debug controls
Merge branch 'master' of sbox
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
Added CollisionProperty.GetCollisionBounds()
Player Physics Hull to c#
Limit total ragdoll count, delete oldest
CollisionGroup get/set
Added ModelEntity.GetModelName()