14,190 Commits over 1,583 Days - 0.37cph!
Remove some shit from our base fgds
Logging can take an object
Added [Hammer.EditorSprite( ... )]
Fixed some maps not caching right
Make VPK unmounting code more understanding
Removed unused Replicated property from ConsoleVariableAttribute
Moved async-related whitelist to its own file
Whitelist a bunch of stuff:
* System.Threading.Channels
* System.IO.Compression (deflate and gzip streams)
* System.Collections.Immutable
* other random stuff
Fix modreq and modopt types erroring when checking addon access
Hotload: Failing test for Facepunch/sbox-issues#345
Hotload: Fixed redundant GC.SuppressFinalize calls
Hotload: Better handling for multicast delegates
Fix one of the CSceneObject::SetTransform functions stripping off scale
Try moving wood flecks texture to core
Recompile impact.wood.fibers to see if that fixes it
Add simple vertex color shader
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
Update flashlight animgraph
Merge branch 'master' of sbox
updating WIP construct, split prefab, adding mats
Merge branch 'master' of sbox
Scss support for @import
Merge branch 'master' of sbox
AnimGraph: Start renaming newly added params/motors/tags when added
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Variable parsing
Stylesheets can use variables
Throw if stylesheet tries to use variable but no variables
Stylesheets can inherit variables from previously loaded stylesheets
Renamed b_hit to hit
Lerp the duck
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Fixed missing else in duck code
Updated animgraph with new parameters
Merge branch 'master' of sbox
Added PhysicsGroup.Sleep
Added Sleep, Enable/DisableMotion inputs to func_physbox
Remove ModelEntity.ViewOffset
Decal defaults
Fix errors when setting NetworkComponent networked values in constructor
increase NET_MAX_PAYLOAD
Making some stuff in Duck virtual even though deriving stuff from these classes is doomed
Merge branch 'master' of sbox
Undo player tag changes to triggers
Triggers: Use "player" tag to detect players
Also fixed entities with Health <= 0 not being able to touch triggers, we now only check for LifeState != Alive for players
Viewport wasn't properly init at that point
Temp fix for VR viewports being broken when moved
Fix VR spectator viewport being horribly broken
Fix crash when outside of VR
Create Sandbox-Engine-Game.sln
Merge branch 'master' of sbox
Reenable VR Multiview Instancing
Fix VR bloom
Fix VR viewport being cut off in ultrawide resolutions
Merge branch 'master' of sbox
Remove WaterSea from Water Scenelayer for now until I better rethink this API
Fix VR stretching when multiview instancing is enabled
Initial work so water works on multiview instancing
Changed Entity.Output to a struct, can register callbacks from code
DamageInfo passes the BoneIndex
Added AnimEntity.ProceduralHitReaction( DamageInfo ) extension method
Default Player class calls ProceduralHitReaction in TakeDamage
Update standard animator controller with new params for @MaxLebled
Add [Hammer.Skip]
Add [Hammer.EditorModel( ... )]
Added [Hammer.Solid]
Added Input.GetKeyWithBinding
Input Changes (sbox-issues/discussions/337)
Test for all flags
Added :not( .stuff ) support (mostly untested)
Merge branch 'master' of sbox
func_button moves correctly when parented
Also implemented movedir_islocal, and made internal variables not public
Animgraph updates (includes more comments)
Fix Margin/Padding tests
Fix Filesystem Watcher tests
Addon provision tests
Tests cleanup
Make string.ToBool more resiliant
Implemented func_button's sounds & Press input
Also some entity docs for fgd autogen
Animgraph updates (conditional IK disable during reload gesture)
Flag UISceneSystem views as monitors so they don't render in stereo if VR is enabled
Added basic func_physbox
Moved some physics related stuff from Sandbox.Prop to BasePhysics, which is now the base for both prop_physics and func_physbox
Fixed some props not doing impact damage at all