248,583 Commits over 3,928 Days - 2.64cph!
easier to see locked icons
adjusted layout of t2
Added Entity.IsClientOnly
Throw an exception if trying to delete an entity clientside and it's not a client only entity
HandleManager keeps a list of all the IHandleIndex'es and Clears them all at the end of the game
Added GameLoop.LoopShutdown
remove Debug
Ragdoll test
Fixed camera lerping when switch to FirstPersonCamera
Remove Unused
Fixed server not unloading ConVars/Library at end of game
Clean up
Fixed network data writing inconsistency
Removed blueprint drops from barrels and crates
Removed unity analytics package !switch
Updated demo UI focus target icon
Particles for stage unlock animation
Fixed !switch build errors
more invasion stuff !switch
code cleanup, compile fixes
Initial support for weld and revolute joints
Update Static workbench 1 & 2
Cleaning Handle Stuff
Allow Tasks/Await
Handles for IPhysAggregateInstance (we're calling it PhysicsGroup)
UTIL_Remove for client
Added Entity.PhysicsGroup property
PhysicsGroup class
Interop: When getting a Handle class, we send native IntPtr but we recieve Handles
Updating Binds
Tests to see if accessing PhysicsGroup after entity is deleted causes a crash
tree size/position generation changes
Added PhysicsBody ManagedHandle
Added PhysicsWorld ManagedContext
Added ManagedContext, set it on created PhysicsWorld
Interop: Allow multiple TypeNameAttribute
Interop: Added [Handles attribute syntax (see engine\Definitions\readme.txt)
Switched ManagedHandle to an int
Made PhysicsBody a Handle type
Ragdoll tweaks
Topological facelift for Isle Alistair
Add vphysics/rubikon to sbox_game
Enabled parallax for terrain sample
Added Transform.WorldToLocal, Transform.LocalToWorld
entity.CopyBonesFrom( ent )
Added DebugOverlay.Skeleton
SetBoneTransform also sets the physics object tx if the bone has one