13,866 Commits over 1,552 Days - 0.37cph!
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
Fix 2 lobe speculars
Add NumEnvMaps to shader part of the constant buffer
Pass number of envmaps to the shader
D_VIEWMODEL_PASS combo was accidentally set on VS rather than PS
Seamless cubemap blending
Add two lobes and cloth support to smooth cubemap transitions
Normalize cubemaps to maintain appropriate specular/diffuse balance
Merge branch 'master' of sbox
Add CMsgQuat
Bone following particle offset network properly
Particles.SetEntityAttachment
PATTACH_BONE, BONEFOLLOW
Compile fix
Fix balloon rope being predicted out
Added Particles.SetEntityBone
SetEntityBone has offset
Merge branch 'master' of sbox
Add viewmodel combos to shaders that would be used in viewmodel
Fix met crashing when loading a material with invalid sshader
Move light management stuff to C++
Fixed forwarded key bind commands triggering twice
Bind DemoEyeQuat
Added Sound.SetVolume, SetPitch, SetPosition
Replace old EmitSound with new Sound object
Sounds via SoundOpGameSystem
sound op system support host suppression
Rename ParticleSystem to Particles
Particle system creation uses hostindex, so can be prediction supressed
Don't use source's SuppressHost stuff
Client can ignore incoming RPCs if they already predicted it
Added Global.IsPlayingDemo
Fixed Assets not loading when playing demos
Don't suppress when playing demos
Added JsonConverter for Material
Fixed assets not loading in demos proper
Debug output
Fix ropes attached to world, destroy rope on balloon destroy
Added Transform.RotationToLocal, RotationToWorld
Fixed ClientInput.StopProcessing not getting reset
Fixed bakeresourcehelper debug output
Fixed coreclr debug output
NRE fix
Bind g_pResourceSystem
Material store its ResourceId
Entity can be sent via RPC
Move Prediction.cs
Assembly Library
AssemblyWrapper hosts OnRPC
Networking can deal with global RPCs
CodeGen can handle global RPCs
RPCs can send Rotation
RPC can read rotation
Decal global RPC for placing decals
return after remove in AssemblyLibrary
GetBoneTransform returns shit serverside now
Decals are networked via our RPC
Uncomplicated CalculateBakePath
Remove unused var reference
Ignore *_bakeresourcecache.vpk
Added missing hammer materials etc
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
Fixed blood decals showing through fog
This shouldn't be here
Fix Trashcan01 ao
Use SBADDONS for our addons instead of ADDONS, to avoid conflicts
Add GAMESRC path (core_src)
Fixed cubemaps not building
Update testmap
Adding surface properties to a bunch of props
Adding dark area to testmap
Remove unused code
Metal impact tweaks
Metal impact decal
SetModelFromKeyValues on BaseModelEntity for now (need to expose CEntityKeyValues)
Allow physics body to get their physics group and entity
Fix thruster not attaching correctly to welded objects
Physgun adds glow to child objects too
Blood impact decal
DoBulletImpact predicted
Removed crosshair glow
Fixed prop gibs not inheriting velocity properly
Added wood.sheet.surface
Crate is made out of wood.sheet.surface