248,559 Commits over 3,928 Days - 2.64cph!
Fixed Time.Tick description
Update playerloop.drawio.png
Rename NetworkClass to NetworkComponent
Update sandbox.client.win64.vdf
Fixed shots not reading/writing the correct dof settings
Added support for renaming and deleting folders by right clicking the folder
Fixed not being able to end recording while in countdown
Add option to record dof focal size and distance in a shot
materials update, separated construct building into prefab, updated sky
Merge branch 'master' of sbox
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Remove codegen debug "Creating {typeName} from {symbol}"
Fixed clientside entity not reading initial network state
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tweak floater size
fuse player camera zoom
fix hard octopus minion spawn position
tweaked easy frame balance
reduce player bullet speed on switch
misc fixes
drone cant damage player on easy
tweaked turret/drone bullets for switch
more damage float & switch bullet stuff
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NetworkList is obsolete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
Switch to new networkvar system
List<Entity> is networkable
Don't allow changing [Net] vars clientside, unless they're a client entity or predicted
Fixed NRE in PredictionDestroy
Deleted NetPredictable https://files.facepunch.com/garry/0ae21fdd-58c9-437c-97eb-e5a4962600b1.png
ModelDoc: Fix a few crashes when viewing a view only model
Hammer: Add frustum helper variant "frustum_boundless" for when you don't want frustum to contribute to parent bounds, fixes point_camera shooting off into space
Add Camera.Ortho and Camera.OrthoSize
Legs hitbox fix attempt + polished RunN
Increased bandit guard sense/forget ranges
Added forward direction debug line to cover point gizmo rendering.
Adjusted lods for gas cylinder fat
Adjusted lods per Thai feedback
Merge branch 'master' of sbox
gas cylinder lod adjustment
Further tweaks to lod setup
Fixed bandit town static guard default spawns being through floors or floating .
Added default layer to BaseNavigator, enforce it when snapping to navmeshes. Setup default layers on NPC prefabs.
ModelDoc: strip anything before @ when generating AnimFile node names
VPROF some shit
Made storing/restoring predicted vars 41x faster
NetworkEmbed builds network table networks children (with no network dirty!)
Fixed null not being networked properly
Add TableIdent and TableHash
Rename NetworkVariable to NetworkAtomic
Added string replication
Refactor
Support networking List<string>
Damage floater colour alpha isn't ignored, scale can be overridden