239,182 Commits over 3,837 Days - 2.60cph!
▉▉▆ ▆██▉█▆ ▅▋▌▊▌▌▊▋ ▍▅▋ ▉▇▆▍▅▉ ▌▉▌▆ ▇▆▆▊▄ █▋ █▋▅▄▉ █▉▆▉▊▍
▍▆▉▄ ▄▉▅▍▅▋▄ ▄▍▇ ▅▍▇▇▅. ▇█▄ ▄▊▄▌▄ ▌▉█▍▍▌ ▊▋▇▍▋▉▉▇ ▇▌ █▋▊▇▍ ▍▄▋▆▍▉▅▌ ▆▍ ▄▅▉▆ █▊.
Reduce transfer speed
Downloaded files hierarchy
Rename FileSystem to EngineFileSystem
Rename FileSystem class to BaseFileSystem
EngineFileSystem is internal
Added FileSystem to Game dll
Load layouts/stylesheets from FileSystem.Mounted
▍▋▅▊▅▌ ▆▍▌▄▉█▉▆ ▋▋▉▅▄▉▅ ▉▋ ▍▌▉ ▆▊▄▌ ▆█▄▉ ▄▇▆█▅█▋
Final rainbow effect & files
Get rid of player model collisions (too slow and could barely see it working properly)
Fix back side glitching out when looking up at the sky
▋▇▉ ▌█▌▊▍ ▌▄ ▊▆▄▅▅ ▋▅▅▌█▅▊▇
Forgot c++ doesn't initialize pointers to null, god help us
Init/Shutdown ServerSideClient on connect
Drop iterations down to 1 (from 2)
▅██▆ ▅▆▇██▍ █▍▍▉▄ ▌▍▇▋▇ ▋▌▌▄ ▋▉▌▌ ▍▍▅▉▊'▇ ▆ ▌▅▍▇▆▇▊█ ▄▌▆▍▊▊▆▆ (▇█▌▉▆▉▇▉▊ ▇██▉▋▌▆▊▇▆▋?)
Network Ticking
Increase network rate [review]
File download poc
Adding +networksystem to sandbox_game
Add the ability to track PendingReliable from NetChan
File transfer works
Don't ship with networksystem.dll now we have it in sbox_game
▊▉▇ ▊▋▉▍▍ ▅▌▆▉▍▍ ▍▍▊█▋▅▇ ▅▇▄█▉ ▆▍▅ ▉ ▄▋█▆▅▊ ▊▌▋ ▉▄ ▌▋▊▆▉▌ ▊▇▌▌▄▇▆ ▍█▆▇ ▅▆▇▍▌▉▋ █▅▊▌▆▇ ▋▊▆▅██▋▋▌
▄▋▆▍ █▍▊█▋ ▋▄▆▌█▌▅▇▉▊▄▍ █▌ ▍▅▊▊▅▇ ▅▍▍▆▅▅▉▅▌▆▋▋▄. ▄▇▊▍▌ ▊▅█▉▊▅▊▇▊▌▆▌ ▋▆█▅▊▋▄▍▊.
▉█▉▋▍▄ ▅▍▊ ▇▇█▅ ▍▅ █▍▍ ▉▊▋▅▋▊ ▄▄▌▉▄▇▊▋▌ ▅▋▉▇▅▅▆ ▍▋ █▆▅▄▉▉▄ ▇▇▆█
▄▅▌▉ ▉▆▋█ ▉▍▉▊█▇█ ▌▉▇▉▆▊ ▍▉▆ ▍▇▍▌ ▋▉ ▆██▅██▉ █▍▊▆█▌▅ ▊▅▅▉▍ ▆▆▋▊▆▍▄
█▌▅▇ ▄ ▇▆▍▇ ▊▌ ▌▋▌▋▆ ▅▋▉▌▉ ▊▇▍ ▌▋▅▆█▋▌▅▄ ▄▄ █▊▌▋▄█▅
▍▉█'▅ ▊█▌█▆▆▄▅▅▇ ▄▊▋▅ ▉█▇█ ▅▉ ▋▄▆▊▆▍█▍ ▊▄▋▇▌▅▊▉ ▊▍ ▋▌▉█▉ ▉▋▍ ▄▌ ▆▌▉▉▇
█▆▋ ▍▅▉▇▍▅ ▌▇▇█ ▌▇▍▆██▄. ▆▅▄ ▆▊█▇▄▍▄▅▊ ▆▄▇▇▄ ██▍ ▌▊▅▋▄▉▅▉▊ ▌▍█▉▊▇ ▆▆ ▉▆▋▆▇▄▄▋▊ ▄▇█▄▍
Custom Messages
Bind CServerSideClient
Added FIleSystem.FileSize
Create INetworkServer, INetworkClient
CNetworkGameClient, CServerSideClient have a m_pManaged - so we can jump shit straight through to the specific game dll without bunnyhopping through engine dll
Train tunnels / overpass update / added double track curves
Make cloth only collide with players instead of anything with a HitboxSystem (animals, NPCs)
▇▄▍▄▇▄▉ ▍▊ ██▅▊▋▉█▊▄ ▇▉▋▆▇▌ ▆▌▍▉ ▌▌▊▊▊▍▍▅▋▋ ▋▊▌▉▌▇▍▄
▌▋▆▌▍ ▆▅█▉▄▊█▍ ▆▌ ▌▅▇▇▅▉▍▅█ ▅▆▄▍▉▄▆▇▆, ▍▊▅▌▄ ▉▅▄▆▆▆█▅██ ▅▅▇▅▌ ▉▇ ▌▊ + ▋▊▋▅ ▆▌█▋▇▅▄▊ ▋▍▅▌▆▄
Fixed not resetting LightmappedGeneric's shader const 0 (basetexturetransform) between renders, resulting in it affecting materials which do not have basetexturetransform set
Added activator & caller arguments to Entity.Fire, both default to NULL
Switched base_entity:TriggerOutput to use Entity.Fire so it uses the internal engine event queue system
Added rainbow support (currently disabled on all weather presets)
Fixed low thunder probability values disabling stormy rain and snow effects (any stormy weather should use these)
Fixed Hoverball corrpupting vector_origin (Community Contrib)
Fix mass vector_origin replacement bug (#1733)
* Fix mass vector_origin replacement bug
Caused by garrysmod/commit/b9839ed24e7952fd6af1049cedd887f01c6358b1#diff-5dec0ab92ef177ebb4780d5ee7fd4cddb6b4701902f4496738d4c7b51cd4d69cR136
* Update gmod_hoverball.lua
Co-authored-by: Rubat <robotboy655@facepunchstudios.com>
Added Crc32.FromStream
Added Assets string table
Added StringTable.Set
Refactor GameContext interfaces into seperate Client + Server
Server/AssetsList
Fixed warning
Added StringTable.GetData<T>( i )
Client process the asset list
▉▆▌▆█ ▋▋█▄▊▌ ▄▋▍█▇ ▅▍ ▄█▄▄ ▅▆▄█
▄▍▅▄▄ ▌▇▍▍▆▅ ▆▄█▋▋▋▇▄▅▌▋ & ▍▍▍▌▍▌▍▊█/▍▄▉▄▉▅▅▇ ▋▄▊
▌▋▉▊▄ ▆▌█▌▇█▍▋▆ ▍▆▅▅▍█▍▇▋▅▆█▇ ▆▊ ▉▍▆▄▆▍▆ ▇▆▌▊▄▉ ▋▅▉▄▌▌
Fixed possible NRE in Bullet.Init
Background sub-layer angular velocity and rotate around position
Fixed sorting order of bullets in separate volleys
Merge remote-tracking branch 'origin/master'
Make these asserts warnings so we can ignore them until we can't
If StringTable changed to null from not null, we're shutting down, so shut it down
Bind CNetworkGameClient
Added SignOnState hooks to engineloop
Protobuf gen, manifest, network++.