248,612 Commits over 3,928 Days - 2.64cph!
Added Sandbox.PlayerCommand
Build tools
Simplify CUserCmd
Route UserCmd application through Sandbox::PlayerCommand
powerup pickups are closer to losing player
some orb diff scaling
Merge branch 'master' of SpaceUsurperUnity
ball pit tweaks !redux
Removed noise generator from old snow for perf.
Nixed X offset on snow emission
Testing out improved??? way of creating and storing group definitions
CSoundPatch:SetDSP now works while the sound is playing too
Added Player.Set/GetMaxArmor
new projected texture inputs/keyvalues
info_particle_target as alias of info_target
prop_dynamic_glow as alias of prop_dynamic
Color correction volume simple multiplayer support
player setmodelscale fixes
cherry pick non networking related changes
Fixed child panels not updating their skins when calling Panel.SetSkin on their parent
Rain impact improvements.
More voluptous mild snowfall.
Snowflakes stop rotating on impact.
Lightning cloud highlight texture set to high quality.
Fog multiplier in climate.prefab
mega grav gun networking
increased steam.inf
Fixed baked backgrounds not being cleaned up on stage reset
Game will now go back to the main menu on error during stage init
Throw error when trying to load stage with wrong player count
More aggressive camera clamping
Added WholeStageCamera mode
Tweaked rain max collision shapes to something that works with the previously tweaked particle lifetime
Package updates
Can toggle between showing client/server entity properties
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Dedicated server works again
Remove native say, say_team concommands
Add NativeEngine.ServerEngine
Hook up calling client commands from the server
Split time into RealTime (engine) and Time (game contexts)
Setup Player Name properly
Fixed SplitQuotesStrings empty quotes
Clean debug output
spike cost and protection tweaks
Some progress on enhanced collisions
Refactoring group creation methods
trophy - volumes, crafting cost, layers, cannot lock, ground watch
alt+f4 quits
Client managed binds work
Update game input state once, before taking input, so we don't have keypresses leaking between the game binds and ui
Create client.engine.def
Created Sandbox.Game version of ConsoleSystem, renamed Engine one to ConsoleEngine [revisit]
Hook to EngineLoop::ClientCommand from CServerSideClient::ExecuteStringCommand
Hijack transmitmode
Fixed creating client entity before class is known [revisit this, send the class in a more native way]
Crash fix: QueueSpawnEntity wants to be able to release the keyvalues itself
Added GameLoop.OnClientPreOutput, OnClientPostOutput
Remove EngineLoop.PreRenderUI
Call IPreRenderUI.Run from OnClientPreOutput
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Some roadsigns don't have space to spawn as they're up against a wall, stuck in something etc. Added per-spawner settings on whether to check for space when respawning
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All prefabs/scenes updated with spawnable roadsigns
Conflicted scenes and prefabs redone with spawnable roadsigns
Make sure conflicted prefabs are exact copies of those on Main
Merge destroyable roadsign fixes
Cherry-pick original roadsigns merge
Get rid of a bunch of pointless code (should improve perf a bit too)
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
Preserve bone length when rebuilding the chain's transforms (fixes some ugly artifacts)