13,866 Commits over 1,552 Days - 0.37cph!
Rename EntitySystemServer to EntitySystem
Fixed MyAddon compile errors
Added GameLoop
Fixed EngineEntityBase
Library.Create reports TargetInvocationException nicer
CGameEntitySystem::CreateFromManaged spawns ents properly
GameLoop.OnActivate compiles gamemode addons, creates gamemode entity
Fixed not redrawing when alt tabbed
Fixed selected entity info showing nothing
Refactor Source/SourceEngine into NativeEngine
Refactor sandbox.<module>.h to interop.<module>.h
Fixed NRE in console when calling sv_entity_list
Ignore .intermediate folders
Update Microsoft.CodeAnalysis to 3.8.0-3.final so SourceGenerators work again
Show client/server status in entity list
Tell rcon which realm the entity is from when sending delete messages
Clientside network entity create, cleanup
Include Sandbox.Game.dll in addon csproj
Run Updates
Fixed ConsoleCommands
Deleted Realm
GameUI hides properly again
Cleaning unused shit
Moved interop defs to their own project
Tools build
Delete binaries that are rebuilt easily
Ignore binaries
Update access lists
Ignore cfg/video.txt
Create gamecontext.drawio.png
Get managed function pointers via array instead of using coreclr
Create Sandbox.Game
Interop create via Sandbox.Interop.CreateInterface
Add GameContext
Definitions Updated for Sandbox.Game
Create EngineLoop.cs
Create IGameInterface.cs
Engine InternalsVisibleTo Sandbox.Game
Bootstrap do some Context checks
Moved/Deleted from Sandbox.Engine
Bind fixes
Addons/Compiler loads through GameContexts
Move AssemblyLoading shit out of Bootstrap
Move Library to Sandbox.Game
Don't register convars if not the right context
Don't log until Bootstrap.PreInit - because we want the current dir to be set so the logs get in the right folder
Fixed error if menu not compiled
Add Sandbox.Game to BaseAccess.txt
Update sandbox.client.win64.vdf
Switch to unmanaged delegates
Added interop boxed flag, for things like CEntityIndex
CreateClientEntityFromNetwork re-implemented
activated server interop
Bind CEntityClass
Interop: better casting
Create entity.system.def
Added EntityManager.CreateServerEntity
Cleaner way to create entities with a enginename override
Explicit casting fixes
Overide entity creation in GameEntitySystem
Remove rubbish in GameRules
Updated Binds
Interop: Access to all baseclass functions without casting
Rebuild binds
Cleaning generated code
Exclude some files from steam upload
Don't print out every imported concommand
Opening console opens our console
Added panorama.def
Added Source.CBaseHandle
Generated
Added INetRuntime to singletons
Panorama uses new sandbox.panorama instead of hopping on sandbox.client
Don't need to define g_pNetRuntime here now
Bind IHandleEntity, CBaseHandle
Bind CEntityInstance
Bind CGameEntity
Added Sandbox.ClientInput
Don't mouse look if visible UI that wants mouse
Bootstrap::Init later so we catch all the convars from client/server
Fuck all this vgui input shit
Call gameui_activate if escape pressed in game
If we're turning layer input off, also call Blur() to keyboard focus
Main menu call gameui_hide oncancel if in game
Cleaning so I can understand what's happening
Cleaner gameloop binds
Bind GameUI.GetInputContext
Fixed test panel particles not ticking
Fixed dll location in addon csproj
Show loading screen
Fixed Console idle cpu usage
always -resizing
Ignore Addon debris
Panorama mouse inputs
Send all events to managed
Added RealTimeSince
Schedule uses RealTimeSince
Call UpdateRealTime from engine2 loop
Update mainmenu.htm
Some fonts
Fixed label assert
Default to unlimited fps
Added missing binds
Custom panorama filesystem
GetPanelTypeOrOverride fixes
Client interop setup
Add InteropType double
Remove windows.h include in native interop gen, use Plat_FatalError to throw errors instead
Ignore .gen folders
Add g_pGameUIService binds
Add g_pInputStackSystem binds
Delete g_pMatSystemSurface binds
delete gameuifuncs binds
Delete PanoramaHelpers
Update style.def
Update panelClient.def
Commenting out and fixing up the binds - just want to get panorama working for now
Update panorama with functions made on source1 repo
Update c_baseentity with shit from source1 repo
Update clientmode_hlnormal.cpp
Binding Gen
Call MenuSystem::Init when loaded
Try to find a running devenv.exe when working out where it is from console
Ignore tool build debris
Bind g_pInputService
Can run commands from our console
InteropGen adds a IsReady to binding setup
Engine can print to our console
Copying over addons folder
Create baseaccess.txt
Ignore game/logs
Bootstrap use GAMEROOT
Skip all the unittests in sandbox_all
Ignore unittest folders
Ignore unittest folders
Compile fixes
testmap update
Latest binaries
Update .gitignore
Update sbox_game.bat
InteropGen Sandbox::IHost to INetRuntime
CGameClient is now CServerSideClient
IVEngineClient is now IVEngineClient2
Updated definitions to compile in new codebase
Managed generated, stubbing
engine2 include generated interop
engine2 SetupInterop
Call Bootstrap::PreInit, Bootstrap::Init
Latest
Merge branch 'engine'
Fix compile with sbox_all
Text file telling people to install webview2
Blazor Console
Tools Compiled
Ignore Debris
Sandbox.Host isn't needed now
adding bin/managed
Update engine build locations, ignores
Delete some build debris
Unused dll
Sandbox Engine from sandbox.source
net 5.0.0-rc.1.20451.14
Load net runtime on startup
Put client/host/server in game/bin/
Added SBoxHost
Load SBoxHost from engine as soon as possible
dynamic lighting enabled (needs shader recompile)
noclip sensible defaults
Lets use panorama without v8
Can remove the v8 dlls
Don't try to open p4 when editing shit in the panorama debugger
Update .gitignore
cl_sbox/sv_sbox
Bind the console key by default
Fixed missing panorama fonts folder
Getting rid of GetServerGCLobby (nullptr crashes server on connect)
None of this seems to be used either
More decal test
More unused shit
Create steam_appid.txt
steam upload
Steam upload ignores
None of these seem to be used
Decal tests