241,113 Commits over 3,867 Days - 2.60cph!
Ensure mesh is uploaded to the GPU before we copy it to our ComputeBuffer
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Fix twig foundation having renderers disabled in prefab
Only run StripEmptyChildren when instancing is enabled (don't believe this is the problem but better safe)
Prefer async IO operations
Allow configurable FileSystem for caching
Write to cache at the FS root directory
Allow file system cache to be set in Razor*
* S&box doesn't seem to call SetPropertyObject right now. Instead it just ToStrings everything and sends it through SetProperty so this won't actually function until that's fixed.
Merge branch 'master' into peter-r-g/fs-changes
Fix build error
Move cache FS to a library options class
Merge branch 'master' into peter-r-g/fs-changes
Merge pull request #3 from peter-r-g/peter-r-g/fs-changes
FileSystem cache changes
C# AssetPicker support multiple asset picking so it drops in native easier
Update global_networked_bases/2021
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Refactor attachment system so it's not tied to components
Menu attachment toggle test
Position WeaponViewer using model bounds, and can now edit attachments on either weapons
Group attachments by category, give them friendly names
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merge from global_networked_bases
Bind DestroyAggregateInstance
Move VPhysicsMotionType_t bind from game to engine
Create physics group from model
merge from global_networked_bases
Assigned canopy blend tree to correct animator
Fixed copying over values, values on canopy animator shouhld now perfectly match body values
Reverted collider animator change
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
balance and fixes
player scale fixes, etc
homing hurt when hit ground
bullets can always bounce off bounds
boss shockwave
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Fixed shadow outline artifact when SQ=3
Call client OnClientPreOutput from managed
EventClientPreRenderOnly_t is never used anywhere
Fix for dof_squeeze and dof_barrel not working; convars now admin
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Enabled repairing the HAB armour (with hammer)
added 1st pass handle anims for parachute, updated animator
delete qhammerlegacyassetsdockwidget
Delete qglobaltoolscornerwidget
Delete tools/vohelper
Remove embedded browser from pet weird last usage of it
Get rid of CreateEmbeddedBrowser
Remove vohelper from enginetools.txt
Remove assetbrowser callbacks from assetsystem
Remove calls to BringGlobalBrowserToFront
Bind phys aggregate resource handle
Bind CreateAggregateInstance
Test creating physics aggregate from world physics, in scene map for now
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Fixed CLIENT / SERVER compile issues in BaseProjectile and LockOnLauncher
Removing unused using from SeekingServerProjectile
Add EngineLoop.OnClientOutput, remove unused renderservice junk, remove render events from gameuiservice
merge from HomingMissileLauncher