19,563 Commits over 1,461 Days - 0.56cph!
Added Sandbox.Internal.Http
Remove HttpClient from whitelist
Fix NRE in Style.SetImage
Fixed NRE in NetworkString.Write
tall gas cylinder lod normal fix
Fixed the lod normals by transferring the normal data from lod0 on to them. Also added top and bottom unique gibs
Merge branch 'master' of sbox
Build script throw properly on compile error
Rebuild SFM every build too
Fixed RenderPrimitiveSphere rendering dodgy mesh in shadow pass somehow
Fix NRE in Resource.Register
In game console shows stack traces https://files.facepunch.com/garry/6ede45b1-2eae-41e6-b04b-d98a09e64d5b.jpg
Polished run updates (E/NE, W/NW)
Display a message when Steam is not running, don't crash
Fixed no world physics after buildcubemaps
Remove spammy debug messages
Camera, default viewmode fov to match main camera
Add [Event.Tick]
Add [Event.Frame]
Added [Event.Hotload]
Added [Event.BuildInput]
Use new attributes internally
Assets derive from Resource, are reference networkable
Add Model.Name
Model is a Resource
Merge branch 'master' of sbox
Fix ModelEntity.GetMaterialGroup
Can network List<Resource>
Added NetworkResource
Merge branch 'master' of sbox
Gas Cylinder Tall
Gas cylinder tall now in and should be working as an explosive physics prop. Tinting is also available for it. I have also fixed the physics prop type on the fat cylinder to make it sheet metal not metal so its weight is not crazy.
Merge branch 'master' of sbox
Rename INetIdentifiable to Resource
Don't download files from server if we're the listen server host
Built in waterlevel, networked and predicted
Merge branch 'master' of sbox
Gas cylinder fat phys shape adjustment
now two meshes not one for more accurate collision
Merge branch 'master' of sbox
Whitelist System.Text.Json
Added bounce threshold to surface (was hard coded to 40 in engine previously)
Set sensible spring joint defaults
Add updatable properties to SpringJoint
Rubikon: Fix divide by zero in spring solver causing problems when frequency is zero
More run updates (N/NE/E)
Delete COMIntegration.exe
Add vsopen.exe
Remove Unused
Remove Unused
Fix network atomics getting stomped by embeds
Separated Construct small building into prefab
Small construct building in its own prefab
Fixed Time.Tick description
Update playerloop.drawio.png
Rename NetworkClass to NetworkComponent
Update sandbox.client.win64.vdf
materials update, separated construct building into prefab, updated sky
Merge branch 'master' of sbox
Remove codegen debug "Creating {typeName} from {symbol}"
Fixed clientside entity not reading initial network state
Experiments
Codegen for NetworkVariable, working with hotloading
Cleaner, safer
Prediction fixes, network lists
Trying to network CUtlBinaryBlock was a disaster, cleaning up
Embed boilerplate
Strip old netcode
NetworkEmbedClass and INetworkTable
Trim now unused data changed callbacks
Use predicted versions of classes instead of recreating
NetworkList is obsolete
Refactoring, List<> uses BaseNetworkContainer
NetworkEntity
Fix for sbox-issues/issues/233, throw errors if doing this wrong
Deleted EntityHandle
Rename NetworkVariable to NetworkAtomic
Added string replication
Refactor
Support networking List<string>
Fixed null not being networked properly
Add TableIdent and TableHash
NetworkEmbed builds network table networks children (with no network dirty!)
VPROF some shit
Made storing/restoring predicted vars 41x faster
Deleted NetPredictable https://files.facepunch.com/garry/0ae21fdd-58c9-437c-97eb-e5a4962600b1.png
Fixed NRE in PredictionDestroy
Don't allow changing [Net] vars clientside, unless they're a client entity or predicted
List<Entity> is networkable
Remove debug warnings
Merge pull request #3 from Facepunch/datatables
Datatables
List<Entity> is networkable