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3,194 Commits over 944 Days - 0.14cph!
Re-enable viewmodel animations for pistol and mp5
Add Skeletal sockets from assimp nodes that have no children, no meshes and isn't assigned to a bone
Finding map materials fall back to .mat, .png, .tga if .vmt doesn't exist.
Addon to find other installed games, currently only Steam
Remove the references list, remove reference folder because we can just use the CoreCLR folder
Can't skip hotload on instance being swapped
Reset button states and don't change mouse when lost focus
Don't fall through grates
Don't init volumetric lightmaps more than once, data is discarded after texture creation in non editor builds
Volumetric lightmap bindings
Fix some materials not loading because backslashes got into the paths
Also make EntityCreationScope a struct because it can be one
Fix wrong hotload instance count for arrays
Customize names on options menu with attributes
Update option values on menu when they're changed
Skip hotload on ValveBspFile, unregister old assembly before registering new one
Allow skip attribute on non-static classes, apply it to ValvePackage
Optionally allow Vue's data function
Only call HotloadFinish after all references are updated, call addon reload when hotload completes
Addon reload event, base class for addon entry so its less verbose
Revert "Cleaner build script?"
This reverts commit 091948ec7af7704f1a7c071b0674974b4b59371d.
Put displacements in their own mesh entity so they can have tri mesh collider (could be in the same entity but may aswell get culling benefits)
Keep track of types used to store settings
Assembly monitors in addon resources, split up settings
Remove hotload test code
Unload gamemode addon when returning to menu
Save the selected gamemode so we don't always have to pick it
Some coherent debugger css patches
Options page lists properties, add callback to set property on change
Update hotload
Add hotload roots for custom filesystems and assembly monitors
Merge branch 'settings'
Add convex colliders for worldspawn brushes instead of using a triangle mesh
Add precomputed shadowmap bindings so map importers can import shadow maps. Directional light entities are now stationary so they can blend together with precomputed shadow maps and also cast dynamic shadows.
Lock when accessing registered classes
Fix NRE if addon entry fails, launch game from vscode
Add empty Addon classes for addons without them to avoid warnings
Merge branch 'master' of github.com:Facepunch/SandboxGame
Remove archive hack used for gtasa
Fix crash on map change, create new model for brush models instead of trying to reuse old ones.
Update Zio, lock when setting assembly monitors
Unmount and remove search paths in Sandbox addon unload
Replicate mesh entity material overrides
Update bindinggen to allow null strings
Fix some possible replication issues with source entities
Make Func_Button OnIn trigger Authority only
Clean up StaticMeshEntity
Improved model replication
Add model replication back
Add Facepunch.Parse to BuildLibrary.bat
Fix leaf ambient lighting after SourceUtils update
Use normals from displacement manager
Replace displacement triangulation code with displacement manager
SanAndreas was inside out
Code files always compiled with backslash filenames to keep VS happy