12,680 Commits over 1,461 Days - 0.36cph!
These errors are acceptable, happen after hotload
FirstPersonCamera stores its last worked out pos instead of counting on incoming value
Some rust/nature converts
Rust Exporter handles foliage better
Rust Exporter: Straight copy the texture if you can
Rust Exporter: textures all in one folder, don't copy over
Rust Exporter: Handle multiple materials
Merge branch 'master' of sbox
rust overgrowth
Touching these
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Allow AnimEntity and PlayerAnimator to reset all params
Implement ShiftIntermediateDataForward
Prediction fixes
Speed up Assets.LoadAll a little bit
Ignore missing entity spawnicon icons
IEquatable for TimeSince, TimeUntil
Compare C# predicted data, warning on different (this'll need something done to it in the future, but it works for now)
Don't call RPCs if !Prediction.FirstTime
Don't play sounds if !Prediction.FirstTime
Don't create particles if !Prediction.FirstTime
Don't do surface effects if !Prediction.FirstTime
Strip SetPredictionEligible
Entities stop being predictable when they lose their local player owner
Ignore addons/*/Properties/launchSettings.json
Refactoring context
Texture.Load can supress missing warnings
Added Sandbox.LoopEvents to Sandbox.Game
Made a bunch of systems use LoopEvent.Init to init
CameraModifier clean on shutdown/init
Don't create code if code folder contains no .cs files
Revert "Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range"
This reverts commit 26f05d1e5a3a8015c835ecd9e65d837729112242.
Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range
net_fakelag prints back total value to avoid confusion
Fix driving prediction errors
Texture compile
Remove DebugOverlay
Add Prediction.FirstTime
Run IPlayerControllable's Ticks only in Prediction.FirstTime
Create .editorconfig
More reliable IsMainThread
Local View Angles
TimeSincePrimaryAttack, TimeSinceSecondaryAttack predicted
Added Entity.PredictionStore, Entity.PredictionRestore
Added accessors to TimeSince,
Update animgraph network vars immediately after player simulate (fixes a ton of prediction errors)
Added net_fakelag
Removing some unused shit
Update predicted vars as soon as we get them
Any entity with a predicted owner can be predicted
This was bullshit, weapons need to be predicted every tick
We don't need to ReadPredictedVars before camera update now
Prediction fixes
WriteNetworkEntities after player tick
Propertly remove net dirty entities clientside
Merge branch 'master' of sbox
Remove some massive unused compiled textures
Remove references to Reflex Sights
Remove old SSAO
Readd editor visualization shader source
Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out
Strip out more HLVR code from our renderingpipeline ✂
Extract it properly (I think)
Extract modular vehicle roughness map
Split car components into separate files
Add Circle and Sphere to DebugOverlay
Get pitch, yaw, roll from Rotation separately
Add Rotation From Pitch/Yaw/Roll for when you don't need/want to create Angles
Add thirdperson orbit mode (mostly for debugging)
Move Sandbox.Shaders to base addon, remove test shaders
Strip SM30 and deprecated shaders
strip SM40 shaders that have 50 variants
Remove vr_ prefix from shaders except for actual virtual reality related shaders
Compat layer for existing assets that use old shader names
Remove deprecated shaders from source as well to tidy things up, we can reference them still if we need
Remove prefix on source as well
Throw a decent exception if gamemode is null when trying to insert a player
Fix potential error when reporting compile errors
Transform entity view offset by entity rotation (probably should make this optional)
Give SandboxPlayer a way to override controller, camera and animator for vehicles
Thirdperson camera targets player world pos, not local
Enable gloss and AO on modular vehicle material
More work on car entity
Adding prerequisite folder
Make sure Time is updated properly for the ticks
Merge branch 'master' of sbox
Another attempt at setting bone transforms in localspace
Throw a nicer exception if default surface not found
Untangle filesystem
Fix shiny eyebrows
Status update when menu recompiles
Limit max size of text block texture
Force Garry's Controversial Spacing in addons
Use mathlib for noise
NoiseTest entity
SBox_SetBoneTransform localspace attempt
More work on modular vehicle
Get mixed shadows working
Subsurface scattering for baked lights
Further cleanup lightcomponent
Merge branch 'master' of sbox
Fix crazy errors on missing entity type
Added CameraModifier
Expose Easing functions
Added Noise.Perlin
Added Perlin and Random screenshakes
fix sandbox gun
Missing entity type is a warning, not an exception
dm_yard latest
Rust asset fixes
Stripping a bunch of alyx stuff from the fgd
Fix crash in CQColorImage::mouseReleaseEvent
Fix some rust assets
Merge branch 'master' of sbox
Make sure features are enabled properly when creating material from image
Support metalness texture when creating material from image
Fix drone model path. Fix modular vehicle material.
Fix selected asset types getting fucked on initial filter update
Support partial type names in asset browser filter string
Add FindAllAssetTypesByPartialFriendlyName
AssetBrowser: Support "t:material" in search to filter by type