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20,293 Commits over 1,522 Days - 0.56cph!

4 Years Ago
Fixed bakeresourcehelper debug output Fixed coreclr debug output NRE fix Bind g_pResourceSystem Material store its ResourceId Entity can be sent via RPC Move Prediction.cs Assembly Library AssemblyWrapper hosts OnRPC Networking can deal with global RPCs CodeGen can handle global RPCs RPCs can send Rotation RPC can read rotation Decal global RPC for placing decals return after remove in AssemblyLibrary GetBoneTransform returns shit serverside now Decals are networked via our RPC
4 Years Ago
Uncomplicated CalculateBakePath Remove unused var reference Ignore *_bakeresourcecache.vpk
4 Years Ago
Rope fix
4 Years Ago
Added missing hammer materials etc
4 Years Ago
Rope particle attempt
4 Years Ago
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
4 Years Ago
Fixed blood decals showing through fog
4 Years Ago
testmap update
4 Years Ago
This shouldn't be here Fix Trashcan01 ao Use SBADDONS for our addons instead of ADDONS, to avoid conflicts Add GAMESRC path (core_src) Fixed cubemaps not building Update testmap
4 Years Ago
Adding surface properties to a bunch of props Adding dark area to testmap Remove unused code Metal impact tweaks Metal impact decal SetModelFromKeyValues on BaseModelEntity for now (need to expose CEntityKeyValues)
4 Years Ago
Allow physics body to get their physics group and entity Fix thruster not attaching correctly to welded objects Physgun adds glow to child objects too
4 Years Ago
Blood impact decal DoBulletImpact predicted
4 Years Ago
Metal surface impact
4 Years Ago
Removed crosshair glow Fixed prop gibs not inheriting velocity properly Added wood.sheet.surface Crate is made out of wood.sheet.surface
4 Years Ago
Fixed ragdoll death velocity
4 Years Ago
Fixed assets not always propertly hotloading Added PostReload to SoundEvent Surface.DoBulletImpact does impact sound Bullet impact sounds
4 Years Ago
Add volume_atten to soundstack Entity EmitSound takes position and volume Stripping a ton of unused anim events Added ModelEntity.OnAnimEventFootstep Added Host.Color Added Footsteps to surface Added Surface.DoFootstep Some citizen footstep anim events Undebug overlay
4 Years Ago
Added Entity.Transform, PhysBody.Transform Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld Vector3 equals uses IsNearlyEqual Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
4 Years Ago
Added float.AlmostEqual Rotation equals uses almostequal Transform.ToLocal( transform child ) & ToWorld Added Transform unit tests Fix unit tests Merge branch 'master' of sbox
4 Years Ago
Use Core Post_Process.vfx code instead of the one from HLVR
4 Years Ago
Fix wack fisheye lens appearing
4 Years Ago
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
4 Years Ago
Disable solid collisions on welded prop so things attached with constraints wont collide with it
4 Years Ago
Detect when balloon attachment breaks so rope can stop rendering
4 Years Ago
Scale physgun rotation by delta time
4 Years Ago
Revert to tracing welded childrens original collision shape so traces work as normal on client
4 Years Ago
Traces uses entity from shape if it's valid
4 Years Ago
Oops, shape entity needs to be set to child entity, not the root entity
4 Years Ago
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object
4 Years Ago
Revert SelfOrProxy shit
4 Years Ago
Reload unwelds everything in a weld group
4 Years Ago
Don't return body self or proxy for traces, instead use SelfOfProxy when needed
4 Years Ago
Rebuild body mass after removing cloned shapes
4 Years Ago
Shader rebuild Merge branch 'master' of sbox
4 Years Ago
Handle rewelding for welded children
4 Years Ago
Handle prop welding properly, handles welding of groups and unwelding from group on destroy Move prop welding logic into Prop.Weld.cs Merge branch 'master' of sbox
4 Years Ago
Use Decal Asset Asset hotloading bullethole assets
4 Years Ago
Debug out Asset loading generic
4 Years Ago
Added shitty placeholder range editor that took way too long to make
4 Years Ago
Asset compile fix Update config\decal.asset
4 Years Ago
Added type menu to inspector
4 Years Ago
Automatically add asset types instead of hardcoding assettypes.txt Include assetbrowser in gmod_game since I get the feeling I'm gonna rip the ass out of it Asset icons Scale icon in assetbrowser Remove surface_properties asset type Remove unused Ignore QPixmap::scaleWidth warnings
4 Years Ago
ADDONS path Don't ever use sdkenginetools.txt Programatically add inspector and its file type associations Inspector loads from config/*.asset
4 Years Ago
Remove debug shit
4 Years Ago
Compile fix
4 Years Ago
Fixed dev_preview particles
4 Years Ago
Fixed def errors Added bind friendly MeshSystem.CreateProjectedDecal Actually fuck that, I don't want to compile the whole engine again InteropGen - reduce span so we can see errors Handles Update sceneobject.def Update Handles.cs Update SceneObjectFlags.cs SceneObject Get/SetBoolValue Decal cleanup Merge branch 'master' of sbox
4 Years Ago
Adapt sunLightObjNative to definition change
4 Years Ago
Implement conversion from Angle to forward Vector3 and vice versa Finish base API for Light SunLight base for directional light Light cleanup Cbasemodelentity def cleanup Fix light types Merge branch 'master' of sbox
4 Years Ago
Add types for AnimSceneObject, SceneParticleObject