InteropGen - put native classes in order, least baseclasses first
Engine - rename Player to Client
Addon code prep
Fov and Pawn
Delete IFrameUpdate, IClientUpdate
Add viewpos to usercmd
Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did
Remove FieldOfView from player, that was a mistake
Add Client.Camera, cleanup
Merge branch 'master' into player-client
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
Rename Player.cs to Client.cs
Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity
Client.Local => Local.Client
Delete IPlayerControllable, Add Entity.Simulate( Client cl )
PlayerAnimator, PlayerController works again
Removed BufferedActiveChild stuff
Move PlayerAnimator and PlayerController to addons
Setting Pawn also sets Owner
Renamed OwnerEntity to Owner
Add Entity.Input, Entity.Client
If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion
Moved Camera, CameraModifier to Addon
Camera switching predicted properly, Camera.Activate/Deactivate called proper
Fixed non networked [Predicted] variables thinking there were prediction errors
Fixed health not being accessible clientside on non player entities
EventSystem supports arguments
Fix HasLocalPlayerOwner lying
Run buildinput event from Game:BuildInput
Restore nametag functionality
Deleted BaseCamera, kill works again, fixed ragdollcamera
Trimming unused
Remove unused
Remove unused
Trim more unused player stuff
Stripping player eyeangles/eyepos stuff
No need to add Pawn to Client.Pv - it's added automatically
Add Entity.EyePos, Entity.EyeRot
Controllers,Cameras use EyePos, EyeRot again
CamSetup has Viewer, ZNear, ZFar, Aspect
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
Fix PawnController.UpdateFromController
Added FrameSimulate
Keep user input up to date each frame
Update ThirdPersonCamera.cs
BasePlayer.CreateHull()
Fixed ground entity not predicting on Entity
Network BaseVelocity properly
Only show managed prediction errors if cl_showerror > 0
Show origin prediction errors from all predicted entities
Fix m_fFlags not being networked for all entities
CNetworkQuantizedVector can get fucked
BasePlayer.CreateHull
Noclip works again
Don't pass client around for purely clientside stuff like camera and input building
Add Local.SteamId, Local.DisplayName
Create SpawnPoint.cs
Added Game.MoveToSpawnpoint( Entity pawn )
Remove GameBase.Current, add Game.Current
Killfeed works again
Fixed Client.All being empty (fixes chatbox etc)
default v to +iv_voice, moved +iv_view to c
Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties)
Rename BasePlayer.cs to Player.cs
Put PawnControllers in folder
Delete IPlayerControllable.cs
Cleaning
Merge branch 'master' into player-client
Merge fixes
Bind F2 to devcam by default
Fixed Use not working
Added Entity.PostCameraSetup( ref CameraSetup setup )
Viewmodel Fov setup
Remove ICarriable
Add Local.Hud (RootPanel)
Rename Hud to HudEntity<T> (T = RootPanel)
Default RootPanel scale by screen height rather than screen width
CameraModifier works again
Rename HasLocalPlayerOwner to IsLocalPawn
Rename Entity.Client to Entity.GetClientOwner()
Added To class for RPC and ConCommand sends https://files.facepunch.com/garry/0d8c7cc3-96de-4e79-9410-69abedca6741.png
Disable debug
Update BaseWeapon description, telling people they don't have to use it
Fix prediction errors showing when cl_showerror is 0
Move SimulateActiveChild to Player since it's a common useful thing
Controller/Animator renames
Fixed EventSystem exception when no arguments
Changed how Entity.Input is treated on the backend
Fixed Input.ActiveChild
WorldPos, WorldRot, WorldScale => Position, Rotation, Scale
Transform.Pos, .Rot now .Position, .Rotation
PawnController.Pos to Position
Merge branch 'master' into player-client
https://docs.google.com/document/d/1LKmPYTqT3tmxmf0alSGvuoCZw26AnZ7zHibuao4cd54
Player client