13,863 Commits over 1,552 Days - 0.37cph!
Added Entity.Transform, PhysBody.Transform
Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld
Vector3 equals uses IsNearlyEqual
Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
Added float.AlmostEqual
Rotation equals uses almostequal
Transform.ToLocal( transform child ) & ToWorld
Added Transform unit tests
Fix unit tests
Merge branch 'master' of sbox
Use Core Post_Process.vfx code instead of the one from HLVR
Fix wack fisheye lens appearing
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
Disable solid collisions on welded prop so things attached with constraints wont collide with it
Detect when balloon attachment breaks so rope can stop rendering
Scale physgun rotation by delta time
Revert to tracing welded childrens original collision shape so traces work as normal on client
Traces uses entity from shape if it's valid
Oops, shape entity needs to be set to child entity, not the root entity
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object
Reload unwelds everything in a weld group
Don't return body self or proxy for traces, instead use SelfOfProxy when needed
Rebuild body mass after removing cloned shapes
Shader rebuild
Merge branch 'master' of sbox
Handle rewelding for welded children
Handle prop welding properly, handles welding of groups and unwelding from group on destroy
Move prop welding logic into Prop.Weld.cs
Merge branch 'master' of sbox
Use Decal Asset
Asset hotloading
bullethole assets
Debug out
Asset loading generic
Added shitty placeholder range editor that took way too long to make
Asset compile fix
Update config\decal.asset
Added type menu to inspector
Automatically add asset types instead of hardcoding assettypes.txt
Include assetbrowser in gmod_game since I get the feeling I'm gonna rip the ass out of it
Asset icons
Scale icon in assetbrowser
Remove surface_properties asset type
Remove unused
Ignore QPixmap::scaleWidth warnings
ADDONS path
Don't ever use sdkenginetools.txt
Programatically add inspector and its file type associations
Inspector loads from config/*.asset
Fixed dev_preview particles
Fixed def errors
Added bind friendly MeshSystem.CreateProjectedDecal
Actually fuck that, I don't want to compile the whole engine again
InteropGen - reduce span so we can see errors
Handles
Update sceneobject.def
Update Handles.cs
Update SceneObjectFlags.cs
SceneObject Get/SetBoolValue
Decal cleanup
Merge branch 'master' of sbox
Adapt sunLightObjNative to definition change
Implement conversion from Angle to forward Vector3 and vice versa
Finish base API for Light
SunLight base for directional light
Light cleanup
Cbasemodelentity def cleanup
Fix light types
Merge branch 'master' of sbox
Add types for AnimSceneObject, SceneParticleObject
Make GetManagedType, GetManagedHandle const
Child handle types return handle class instead of native class
Merge branch 'master' of sbox
Implement RecalculateDerivedValues and boilerplate in C#
Move lighttype enum to engine, document light and iterate it a bit
Merge branch 'master' of sbox
Typo
SceneObjects are handle based
Interop: Added HandleChild
SceneObject OnNativeInit/OnNativeDestroy
Added Assert.AreEqual
Added HandleIndex.ForceNextObject
Light + Skybox constructors force that object as created object
Added ModelEntity.GetBone( PhysicsBody body )
TraceResult has Bone - which is the bone that the hitbox is attached to, or that the physics object is attached to
Better decal system bindings wip
Adding decalgamesystem.cpp to server
Create decalgamesystem.def
Bullet hole decal
Surface describe decal
DoBulletImpact also drops a decal
Bind PhysicsImpactSound
PhysSurfaceProperties.UpdateSounds
C_OP_WorldTraceConstraint.m_bDecayBounce default to true
Added SurfaceExtension in addon code, with DoBulletImpact
Rand.FromArray returns default if array in null
Default impact effect
Gun makes surface impact effects
Support min/max/group in fgd kv
Update to net 5.0.2
Merge branch 'master' of sbox
Move D_VIEWMODEL_PASS combo to specific shaders rather than having it in a shared fxc
Update shaders objects with self shadowing viewmodel
Merge branch 'master' of sbox
Don't even bother with surfaceproperties.vsurf
Don't bother building surfacepropertyeditor now it's useless
Citizen ragdoll use flesh surface
Insector: set as active session when window becomes active
Adding a bunch of default surfaces
Fix compile error in Light.cs