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3,194 Commits over 944 Days - 0.14cph!
Add WorldEntity.CullDistance
Some C++ project cleanup
Fix ladders and third person camera. Disabled SineSound test (crash on player death, move this to sandbox gamemode)
Sound generator improvements, need to tweak math
Fixed main menu keyboard not working
Version vars
Delete children deletes Children instead of AttachedChildren
Renamed TextureRenderTarget to RenderTarget
RenderTexture inherits from Texture
Use exception.Message instead of "Unhandled exception in Task callback"
BaseWeapon is a MeshEntity
Render scene to render target with scene capture entity
Set owner to attachment parent
Destroy children in engine, added exception for using destroyed entities, fixed some of those instances
Removing DestroyAllChildren to be sure it's the cause of the ensure
Add FindCollisionUV to HitResult
Initial render target support. Render.DrawMaterialToRenderTarget. Painting proof of concept.
Loading bsp ambient lighting
Added texture filtering options. Added lightmap_filter command for debugging purposes.
Added leaf ambient lighting to bsp lib. Added initial support for lighting probes (precomputed light volumes)
Moved lightmap from mesh entity to model. Fixed brush models having no lightmaps.
Cubemaps can be loaded from file (single texture file, 6 images in a row or columns)
tab does the same as space in autocomplete
Destroy tweaks aimed at fixing the ensure
Detach as part of destroy
Moved consoleInput to its own component
Up/Down history
Autocomplete popup
Autocomplete selection
Space when autocomplete is selected inserts text
Partials, Ordering, Values
DestroyAllChildren no longer iterates all entities, Added Entity.Children, moved old Entity.Children to Attachments, moved where DestroyChildren is called
Initial high resolution screenshot support.
Throw exceptions if setting attachment/owner/parent on !Authority entities
Merge branch 'master' of SandboxGame
Oops
Copy paste more
Channels and SampleRate shouldn't be private
DEDICATEDSERVER should get defined now
Fixed point_spotlight getting flipped on client
Light properties should be replicated now
Fixed map normals, faked map tangent/binormal
Automatically deleting particle system
Flashlight
Added NetworkPriority
Lights replicate
Merge branch 'master' of SandboxGame
Defer OnChange until Initialize finishes
Possibly fixed quit on dedicated server
Sound generator improvements
Catch and log exceptions when receiving network vars
More robust local IP check
SpecialNamed assets
A special named asset is one that isn't on disk, but is referenced by a specific name.
For example, you might make a texture that is called "black", then you can load that
texture using normal Library.Get functions, which means you can reference "black" in
materials etc.
Added "MeshEntity" in Engine addon (replaces StaticMeshEntity)
BspMap importer sets brush models as SpecialNamed models
Updated ents to use MeshEntity instead of StaticMeshEntity
Added "quit" command
Removed lightmap hack from shader
Testing fix for client ip address
Don't try to play sounds on the dedicated server
Dedicated Server HUD fixes
Filled out math library
Lightmap filtering
Added timescale console command
Quantize lightmap samples. Skip unwanted bsp faces.
Add my path to CookContent.bat
Only mark debug renderer state dirty on the game thread
UManagedLightmap
Merge branch 'master' of SandboxGame
build addons concurrently
Merge branch 'master' of github.com:Facepunch/SandboxGame