248,616 Commits over 3,928 Days - 2.64cph!
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)
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Fixed not redrawing when alt tabbed
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Overwrite bone transforms into a straight line when building the chains because they're junk otherwise
Refactor things to not depend on a tree node structure (only allows chain configurations now but that's ok)
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
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Clientside network entity create, cleanup
Include Sandbox.Game.dll in addon csproj
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Job scheduling update, streamlined culling jobs, better culling distance calculation / fixes.
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Weather profiles (WIP)
Tweaked base sky twilight cloud color to be slightly less orange
Sun mesh brightness up a bit for fog compatibility
bakedWorldSize explanation
Print a console message when game is started with -noaddons
Disabled particle blending on raindrops and impacts so you see some of them when looking straight down (petur approved)
More tweaks to rain particle lifetime after testing additional scenarios
Culling method experiments, fixed comparison test differences.
Fixed a bunch of cases where the wrong button prompts can show on switch
Run Updates
Fixed ConsoleCommands
Fixed switch build error
Reduced pause / game over blur kernel size for switch performance
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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
Fixed sky dome having fog + evening time saved on its prefab (annoying in the editor)
Added BaseNavigator.Moving
MoveTowards & Roam return running or finished.
Added StateFinished event.
Weather effect emission rate uses 3D distance instead of 2D distance (better perf inside large bases)
small StateStatus refactor, now allows for Running and Finished
Tidied up job handling slightly, improved job dependencies.
Reverting rain max collision shapes (changeset 55163)
Reduced rain max lifetime (fixes perf issue in certain conditions where rain drops fall very far, fixes rain drops sometimes falling through bases due to max collider shape limit)
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
BasePathfinder roam positions, test roam state, navigator improvements
state change event refactor