20,237 Commits over 1,522 Days - 0.55cph!
Cache model data
Double jump to noclip
Fixed more Right/Left mixups
Rebuild All
Physgun light
Don't commit these now we're compiling them in sbox_game
Rebuild skinning when ragdoll network vars changed
Update citizen ragdoll
Merge branch 'master' of sbox
Update groups with dependents of scenesystem changes
Merge branch 'master' of sbox
Refactored particle binds to protect from crashes when garbage collecting particlesystem's after level closed
Model names can end in _c and we'll just fix them in engine
Citizen ragdoll fixes
EnableSelfCollisions by default
ModelEntity can be ragdolls
PhysicsBodyWorldToLocal, LocalToWorld
PhysicsGroup GetBodyIndex( body )
Network serverside ragdoll bones in CSkeletonInstance
Added Entity.Root
When attaching particles to entity and using offset, use offset as a local position rather than an offset
Vector3.Right and .Left were swapped
Update ParticleSystem
Fix attachment positioning to take into account the viewmodel fov difference
These weapons can use proper attachment positions now
BaseViewModel - no nered for eye attachment now
Physgun effects
Player eye angles are networked
Add bool networkable
Added IFrameUpdate (adding to an entity gives it a per frame think)
Recompile testmap, add standard postprocess
Physgun particles
Try adding a body proxy to allow traces to welded structures to return the root body and not the child
Don't try to weld ents that have multiple bodies to avoid dealing with welding ragdolls right now
Remove welding testing code from player
Refactor and add viewmodel depth prepass
Don't override far planes in viewmodels so it outputs consistent depth
Pass View to Pixel Coordinates matrix
Pass D_VIEWMODEL_PASS dynamic combo to viewmodels
Add screenspace_raytrace shader header
Added PhysicsBody.GetVelocityAtPoint( p )
Update ci.yml
Added Breakables utility class
Add Model.IsError
Gun/BoxShooter gibbing debug
Allow physics debug world in release
Fix PeiceName spelling
Bind PhysicsBody.ApplyImpulseAt, Mass
Overide ModelEntity.Rot, set physics object rot if exists
Crate gib fixes
Add ModelEnt.SetModel( model )
modellib in sbox_game
Add Model.Load
Interop: Default value for structs
Crate gibs tweaks
Added Model.GetAttachment( name )
kv3lib to sbox_game
Allow addons to use System.Text.Json
Added Model.GetData<T>( keyname )
Add Vector3 JsonConverter
Added ModelExtension (addon code to make it transparent) Model.GetBreakList()
InteropGen - handle const* returns
def: Move KeyValues3 to common
Added EngineGlue.KeyValues3ToJson
Added ModelEntity.GetModel()
Added Model.GetJson( subkey )
Log chat in the console
Hotload tweaks
More hotload optimizations
Added [Hotload.Safe] - add to a class/struct to treat it as immutable as far as hotloading is concerned
Hotload ignore UI styles and other shit
Don't try to pick up static world with physgun
Console toolbar buttons
Merge branch 'master' of sbox
Add LightShadowMode enum
Merge branch 'master' of sbox
Add LightGlue
Split lightentity into a header
Update LightGlue
Bind LightGlue definitions
Bind stubs for LightEntity, LightSpot, Ortho, Directional and Env
For now: MarkSurroundingBoundsDirty
Add ModelEntity.EnableHitboxes
Add ModelEntity.SurroundingBoundsMode
Add ModelEntity.AddCollisionLayer/RemoveCollisionLayer
ModelEntity default to CollisionLayer.Solid
Create SurroundingBoundsType.cs
Update collisionproperty.def
Removed SetupPhysicsFromUnscaledModel
Debug Shit
Merge branch 'master' of sbox