249,481 Commits over 3,959 Days - 2.63cph!
Fixed hotloading not removing convars properly
player.EyeQuat()
Addons can use System.Numerics.Vectors
Fixed Math.ToDegrees/ToRadians
TestCommand spawns a chicken when player is looking
Don't show conditional wall corners on triangular walls
Triangular walls can be placed on both sides of a concave roof corner without turning into full walls
Can limit roof conditional models to square / triangle shape neighbours
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In case the push force outside trigger bug reoccurs, apply this fix
Added Quaternion class
Vector and Angle play nice with Quaternion
Added Entity.Create
Bind Entity.Set/Get position/angles
Player.EyeAng returns a Quaternion
Update cbaseentity.def
Fixed interop error when returning a managed class to managed
Fixed idiotic infinite loop in Vector3
Move RemoveInvalidEntities to a safer spot
Added Convar.RunContext - allows automatically passing special objects to console commands (like the calling player's entity etc)
final code gen / phases pass checks
fixed armored cockpit cost
tweaked laser scope attack for co-op
laser powerup/scope changes
dont show tips in tutorial
claw pattern timing change, etc
claw attack tweak
Added some splash effects to the side of the board when moving
Can add/remove/modify conditions via blackboard
Reduce car collision damage to players a bit
Increased armoured cockpit max HP from 500 to 700
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Increase brake force power and allow reverse throttle at 3m/s instead of 0.1m/s. Helps particularly with stopping while travelling forward down slopes.
Make sure we really never receive hurt damage outside of a hurt trigger by checking RemoveInvalidEntities() each tick. Made RemoveInvalidEntities more efficient.
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Added simple debug util timing functions
Fixed sunglasses overlay not activating if equipped in a slot after a priority overlay (nvg)
reduce modular vehicle horn volume
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Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
moving active belt item holsters it
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this)
slight tweak to where/when bradley engine loop init is called
vm water gun -
Added anims
tweaked shape of cable clip in model
added bone for animation
re-positioned viewmodel
animator changes
Added 30 degree concave corner support
Yet another waterjet candidate
Replaced "Bad field in entity!!" warning with a far more descript one
Replaced usage of "Physgun" and "Physcannon" with "Gravity Gun" in the .fgd files used by Hammer to avoid confusion between GMod's physgun and the gravgun
Added SF_PHYSPROP_IS_GIB, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_START_CONSTRAINED, SF_WEAPON_NO_PLAYER_PICKUP and SF_WEAPON_NO_PHYSCANNON_PUNT enums (all shared)
Gravity gun now respects SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_NO_PHYSCANNON_PUNT, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PICK_UP and SF_PHYSPROP_ALWAYS_PICK_UP spawnflags like expected
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audio.printenginesounds debug console command
More layer fixes
Baked billboards for mormon tea bushes
Tweaked LOD distances
Managed class fixes
Fixed passing managed class from native to managed
InteropGen - baseclass definitions are namespace optional
Added IServerEntity.GetManagedPointer()
Bind IServerEntity
Folding Sandbox.Source.Engine into Sandbox.Engine
Define fixes
Update soundscape.cpp
Combine interop for Sandbox.Engine/Source.Engine
Engine def cleanup
Interop - don't generate types if type already exists in assembly
Merge Sandbox.Entity with Sandbox.Engine
Make Sandbox.UI shared source, include in Engine
Cleanup