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3,194 Commits over 944 Days - 0.14cph!
Move picking code to static class. Right click to spawn balloon without rope.
Only check phys collide gib on server, tell clients to play gib effects
Fix exception when releasing destroyed entity with physgun
Experiment with gibbable props
Add floor grid entity so props don't fall through world on empty map
AssetDatabase boilerplate
Prop AssetDatabase
FileRequestHandler deal with missing files nicer
Prop menu
made prop, propentity an engine feature
Fixed some errors in other gamemodes
Made Ray network serializable
Copied some tools from Sandbox
Hide HUD when spawnmenu open
Merge branch 'master' of SandboxGame
Coherent custom shader test
Position Property fix
Spawnmenu open tweaks
Try that warning shit again
Spawnmenu cleanup
Try to stop coherent with the blur kernel size is limited shit
Reset tool when switching from. Hide wheel preview when switching from.
Draw client side preview wheel
Destroy constraint on break. Add force limit to weld tool.
Move shitty bot code to partial class to get it out of the way
Beam effect on toolgun click
Broadcast or predict toolgun click effect. Tell server tools picking ray every click instead of every tick.
Use player id to fix rpc prediction check
Fix indoor scene not replicating to client
Replicate model asset path, not filename requested from asset library
Attach wheel to root parent
Sandbox tools use RpcClient instead of BaseEntity. Add exception when setting self as rpc child.
Playground addon
Added BaseHud.AddComponent<T>
UI Refactor
Put MapBuilder shit into Playground
Citizen.PlayerModel, part of Citizen Addon
Refactor
BaseWeaponControllable -> BaseCombatPlayer
BaseWeapon.DoInput
Toolgun holds tools list
Fix sandbox gamemode not loading
Basic copy paste
Replicate ThirdPerson
Remove unused IUndoRedo stuff
docgen
Quick tips
Fixed sending empty chat text
Added BaseHud.ActiveElement
Don't show spawnmenu if typing into chat
Committed too soon
Added ObjectArraySerializer
Effects take a variable list of objects
RPC Prediction implementation
Particle emitter defaults
Renaming some vars
Fix nameplates after Vector3 json serialize changes
Disable sandboxing for BspUtils. Use beam particle effect for instagib effect.
Default beam source to zero
ParticleEmitter name
ParticleSystemEntity.SetBeamEndPoint
More particle beam shit
SetBeamEndPoint
Merge branch 'master' of SandboxGame
Different movement speeds for walk and crouch walk
Add blend space for crouch walking
Fix possible T-pose in blend space nodes. Sync up asset players accumulated time when switching states on state machines.
unresolved external symbol fixes
Particle beam module bindings
Cleaning
Particle shader particle color apply to emission too
Added ParticleSystem.Spawn
Rename ParticleSystemEntity.SetXXXX to .Set
Split classes into their own files
Update ToolEffect test