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20,281 Commits over 1,522 Days - 0.56cph!

4 Years Ago
Cleanup duplicate code as much as possible in joint api
4 Years Ago
Update .editorconfig Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
4 Years Ago
Disable EnableSceneObjectOverride for now Don't create joint if both bodies are null in the config Make sure collision property isn't null before trying to get physics body from it
4 Years Ago
Don't allow setting self as parent If we have a parent, copy its ShuldDraw() Added Entity.EnableIgnoreParentShouldDraw (todo name better) When updating visibility, also update child visibility Merge branch 'master' of sbox
4 Years Ago
Remove a log left over by mistake
4 Years Ago
Add ShadowsOnlyEnabled via scene object override
4 Years Ago
If any of the compilers failed to compile, don't load any of them Merge branch 'master' of sbox
4 Years Ago
Typo :S
4 Years Ago
Redesign physics joint api with builder design
4 Years Ago
Added Entity.Owner
4 Years Ago
SetParent with no transform overload Added PhysicsBody.EnableTouch Rename Entity.Follow to Entity.Hierarchy Added Entity.ActiveChild Added Entity.EnableTouch even though in my tests it does nothing Fix possible NRE in Hotload Fix DebugOverlay.Box depth test wrong way around Added Entity.WorldRot Ball Gun Mockup
4 Years Ago
Added Entity.EnableShadowCasting, EnableShadowReceive Renamed DrawingEnabled to EnableDrawing Renamed CollisionsEnabled to EnableAllCollisions Call DispatchUpdateTransmitState when changing Entity.Transmit Drop the balls with E (unparent test)
4 Years Ago
Added Entity.ResetInterpolation()
4 Years Ago
Comment out ui render test so there isn't an ugly square in the corner
4 Years Ago
Added Entity.Parent ResetInterp when parent changes Added Entity.WorldPos Added Entity.PhysicsClear() Added "hat" attachment Stick balls on your head Merge branch 'master' of sbox
4 Years Ago
Bind CRenderAttributes
4 Years Ago
Set UI render material and texture from managed
4 Years Ago
Added Entity.FollowedEntity Merge branch 'master' of sbox Interop: Added StringToken type Added BaseEntity.SetParent overload which takes a straight up CTransform instead of a pointer Entity.FollowEntity just calls SetParent String Token return 0 if null Merge branch 'master' of sbox
4 Years Ago
DrawQuad and DrawIndexed in managed
4 Years Ago
Add ArgUShort to InteropGen. Bind 16 bit index buffer.
4 Years Ago
Added Entity.IsWorld DevCamera zoom Delete on touch Merge branch 'master' of sbox
4 Years Ago
Fix annoying assert in conical joint swing limit
4 Years Ago
Avoid using vector2 binds for now Add UIRender.DrawSetColor
4 Years Ago
Add UIRender.DrawQuad
4 Years Ago
Expose Entity.MoveType Set setting Pos on entity, move its physics too Added Entity.StartTouch, Touch, EndTouch callbacks Added PhysicsBody.Pos Beachball prop fixes so it works like a prop Touch tests
4 Years Ago
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
4 Years Ago
Ignore accesslist.txt
4 Years Ago
Delete build debris Update build order to build managed and run InteropGen first Ignore build debris
4 Years Ago
Show (Dynamic) Recompile Shader button in tools if the used material has shader sources, including from addons Add recompile active shader function to tools, add shader compile icon
4 Years Ago
Bind g_pNetworkClientService Fixed console commands from console or ui not forwarding to server
4 Years Ago
Added debug controls Merge branch 'master' of sbox
4 Years Ago
Disable P4 functions Make VCS writer aware of an addon and write it to the addon folder Build file array taking all GAME paths in consideration Generate a dummy .ini file in the target addon folder to signalize to shader processor Better format shader compile progress if we are compiling ingame, notify which addon the shader is compiling to Further improve ingame logging formatting for some things on vfxcompile Reload shaders after ingame shader compilation is finished Add ModName string specifier to vfxcompile dll header
4 Years Ago
Added CollisionProperty.GetCollisionBounds() Player Physics Hull to c#
4 Years Ago
Limit total ragdoll count, delete oldest
4 Years Ago
CollisionGroup get/set Added ModelEntity.GetModelName()
4 Years Ago
Make default gamemode sbdm Build-Game does build instead of rebuild Latest tools
4 Years Ago
Added PhysicsGroup.Pos, .MassCenter Switch to SpectateRagdollCamera on killed
4 Years Ago
CodeGen: Fix RPC with no args BecomeRagdollOnClient is an RPC that is called on killed
4 Years Ago
Added Entity.SetRagdollVelocityFrom( ent ) // revisit: maybe this should be on a RagdollHelper class or something rather than Entity where it won't ve usable 99% of the time
4 Years Ago
Added PhysicsBody.AngularVelocity Added Transform.TransformVector( localvec ) Set ragdoll bone velocity, angular velocity based on parent animation
4 Years Ago
InteropGen: generate GetManagedHandle to convert a class to a handle while dealing with nulls Added Transform constructor Added ModelEntity.GetBonePhysicsBody( boneid ) Added ModelEntity.ComputeBones( timeoffset ) Codegen
4 Years Ago
Enable fog entities that were ifdef'd out Create a UI render layer and call into managed from render thread
4 Years Ago
Exploring binding of IRenderContext
4 Years Ago
Added Entity.IsClientOnly Throw an exception if trying to delete an entity clientside and it's not a client only entity
4 Years Ago
HandleManager keeps a list of all the IHandleIndex'es and Clears them all at the end of the game Added GameLoop.LoopShutdown remove Debug
4 Years Ago
Ragdoll test Fixed camera lerping when switch to FirstPersonCamera Remove Unused Fixed server not unloading ConVars/Library at end of game Clean up Fixed network data writing inconsistency
4 Years Ago
Spaces to tabs
4 Years Ago
Initial support for weld and revolute joints
4 Years Ago
Cleaning Handle Stuff Allow Tasks/Await Handles for IPhysAggregateInstance (we're calling it PhysicsGroup) UTIL_Remove for client Added Entity.PhysicsGroup property PhysicsGroup class Interop: When getting a Handle class, we send native IntPtr but we recieve Handles Updating Binds Tests to see if accessing PhysicsGroup after entity is deleted causes a crash
4 Years Ago
Added PhysicsBody ManagedHandle Added PhysicsWorld ManagedContext Added ManagedContext, set it on created PhysicsWorld Interop: Allow multiple TypeNameAttribute Interop: Added [Handles attribute syntax (see engine\Definitions\readme.txt) Switched ManagedHandle to an int Made PhysicsBody a Handle type Ragdoll tweaks