20,281 Commits over 1,522 Days - 0.56cph!
Remove WaterSea from Water Scenelayer for now until I better rethink this API
Fix VR stretching when multiview instancing is enabled
Initial work so water works on multiview instancing
Changed Entity.Output to a struct, can register callbacks from code
DamageInfo passes the BoneIndex
Added AnimEntity.ProceduralHitReaction( DamageInfo ) extension method
Default Player class calls ProceduralHitReaction in TakeDamage
Update standard animator controller with new params for @MaxLebled
Add [Hammer.Skip]
Add [Hammer.EditorModel( ... )]
Added [Hammer.Solid]
Added Input.GetKeyWithBinding
Input Changes (sbox-issues/discussions/337)
Test for all flags
Added :not( .stuff ) support (mostly untested)
Merge branch 'master' of sbox
func_button moves correctly when parented
Also implemented movedir_islocal, and made internal variables not public
Animgraph updates (includes more comments)
Fix Margin/Padding tests
Fix Filesystem Watcher tests
Addon provision tests
Tests cleanup
Make string.ToBool more resiliant
Implemented func_button's sounds & Press input
Also some entity docs for fgd autogen
Animgraph updates (conditional IK disable during reload gesture)
Flag UISceneSystem views as monitors so they don't render in stereo if VR is enabled
Added basic func_physbox
Moved some physics related stuff from Sandbox.Prop to BasePhysics, which is now the base for both prop_physics and func_physbox
Fixed some props not doing impact damage at all
Add FileSystem.Data, FileSystem.OrganizationData
Fix no property spam
Mount /core/
Don't try to download los or vmap files from servers
Save the auto generated fgd into config
Added Hammer.Model (makes it so the model, skin and bodygroups can be set and changed in Hammer)
Add Hammer.Model to Prop
FgdWriter supports material
Merge branch 'master' of sbox
Fixed Hammer properties not getting through properly
Switch [Hammer.Property] to just use [Property]
Auto register properties as a StringToken
Build Output functions for Entity IO
Added ability to turn off FGD generation for a property
For [Property] and [Input] we can read the description from the source code comment instead of having a "Help" option on the attributes - this means the comment can benefit intellisense and the fgd/editor at the same time.
Update base.fgd
Whitelist System.ComponentModel.EditorBrowsableAttribute
Fix thirdperson_orbit and thirdperson_collision convars
This will (probably) fix the fgd errors
[HammerProp] => [Hammer.Property]
Navmesh cleanup
Add Type.HasBaseType( string )
[Prop] has a Title value
Add [Hammer.AutoApplyMaterial]
FgdWriter boilerplate
Merge branch 'master' of sbox
Merge branch 'master' of sbox
WIP construct, splitting more part into prefab, changed prefab center pivot
Merge branch 'master' of sbox
Added support for conversion to uint from string
Merge branch 'master' of github.com:Facepunch/sbox
Prop resets velocity to last collision pre velocity on death when last damage is a physics impact, this should make gibs look a bit better
watermelon health and impact damage tweaks
watermelon surface file wip
Merge branch 'master' of sbox
Add min impact damage speed and impact damage properties to prop_data to give some control over it
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
Fixed crash due to GlowList containing stale glows
Fixed rare animgraph crash, possibly due to broken animgraph or missing animations
Fixed crash in C_BaseEntity::PostNetworkDataReceived when entity has no managed pointer
Set up sentry before reporting minidumps
Sentry config
Fix couldn't find ./addon error
Addon downloading fixes
Pass true to Return to clear array so it doesn't remember values next time, and properly clean up network tags when clearing them. This fixes tag methods not being called client-side and when you remove a tag from something that only has one tag
Fixed Vector3.AddClamped not working
Merge branch 'master' of sbox
Make lightcookie a string rather than a stringtoken in lightcomponent
Remove D3D9 fallbacks in rendersystem
Create WorldEntity
Added Trace.WithTag, Trace.WithAllTags, Trace.WithAnyTags, Trace.WithoutTags
ReplicatedVar is now ConVar.Replicated
Simple StringPool network table
Speed up Panel.HasClass
First iteration of entity tags https://files.facepunch.com/garry/5bb225a0-2903-4273-a642-868884dbd6ce.png
Merge branch 'master' of sbox
Moved horse chestnut to /trees and deleted the version in props
Had to recompile everything as it does not like being moved
"time before reset" works for prop_door_rotating
Keep velocity for trigger_teleport
Also adjusted trigger_teleport "Teleport relatively" to not reset Z axis.
Horse chestnut missing mdl
vmdl files in wrong folder
Removed rogue mdl files from gas cylinder folder
Horse Chestnut tree (still uses complex shader, will have bad performance)
WIP Horse chestnut tree model, dont use this in maps as it will have the same performance issues as the rust foliage models until we have a new shader.
Merge branch 'master' of sbox
Fix info_overlay selection without messing up align to plane
Remove "nobounds" from point_overlay so it can be selected (is there a reason why this was nobounds?)
Animgraph & animation updates
Addon.GetDependencies fixes - gets rid of a stack overflow crash
* citizen and rust now depend on nothing (previously only base depended on nothing)
* everything else depends on base, citizen, and rust
Add SceneObject.SetMaterialOverride