20,289 Commits over 1,522 Days - 0.56cph!
Forward convars from menu to client
Added debug_playercontroller
Conver type conversion uses string.ToType()
Fixed Color.Lerp being internal
Unstucking
Viewmodel FOV is controlled by viewmodel
autocomplete is a MenuCmd
Added Global.IsListenServer
Added Player.IsListenServerHost
Added Player.HasPermission( string )
Made Command abstract
Fix NRE
Allow listen server hosts to run protected commands
Replicated vars codegen etc
Merge branch 'master' of sbox
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Handle GlowState if it's in an invalid state when setting GlowActive
Merge branch 'master' of sbox
Add glow to grabbed physgun object
Bind and implement glow
Change signature
Merge branch 'master' of sbox
Fixed menu commands not working
Each context has its own ConsoleSystem
Merge branch 'master' of sbox
Cleanup
Check if entity is valid before taking damage using gun
Add ModelEntity.RenderColor
Disable solid collisions on attached thrusters
Add (temp?) post physics callback so forces can be applied to thruster
Replicated vars via stringtable
Tweaked double jump noclip
ConVar/Cmd cleanup pass
Merge branch 'master' of sbox
Spawn thruster ent with tool (left click attached, right click unattached)
Don't attach thrusters to world
Better place to call IFrameUpdate
physbeam update
Rotate thruster ghost to hit normal
Fix weapons creating HUD elements for other players :S
Merge branch 'master' of sbox
View rect in ViewDesc
Add a bunch of properties to transitions
Delete unused
Zoom viewport and ingame UI in console
Merge branch 'master' of sbox
PhysicsBody.SetMinSolverIterations
Add bindings for joint EnableLinearConstraint and EnableAngularConstraint
Fix assert on submitting depth resolve by passing correct info
Refactor how cascade textures are calculated to make it easier to later expand with extra cascade passes
Fix bug where CViewSetup was being unable to be resized properly
Delete a bunch of HLVR rendering code we don't use
Ingame console thread safety
Added Trace.UseHitboxes()
Moving WalkController to base, cleaning up
Commented out SkeletonInstance assert that triggers on player leave
Update physgun_freeze.vpcf_c
Freeze effect
Merge branch 'master' of sbox
Physgun freeze
Only transfer yaw to grabbed object. Disable angular spring when not rotating to make grabbed object more stable. Decreased rotation speed.
Added IsValid checks for PhysicsBody, PhysicsJoint
Don't pass Mousewheel down to player when grabbing with physgun
Added ModelEntity.RenderAlpha
Gib fade
Merge branch 'master' of sbox
Fix the math for physgun rotating
Trace result returns hitbox index
DamageInfo carries HitBox and HitBody
Prop applies force, gibs
Merge branch 'master' of sbox
Added ModelEntity.OnNewModel( model )
Added Prop entity, gets health from model's prop_data when model changes
Disable all the DebugOverlay.Line's that now work
Interop: Mark Color32 as [small] - which means it shouldn't be passed as a pointer (because it's smaller than a pointer so native isn't expecting it)
Fixed Physgun effect errors