13,467 Commits over 1,522 Days - 0.37cph!
Fixed multi physics body models flying off to space/resetting angles when using keyframe/static physics
server to the client not client to the server
Delete PropertyClass
Networked, NetworkComponent replaced with BaseNetworkable
Merge branch 'master' of sbox
Fixed documentation error
Nav blockers etc aren't networked (previously EF_NODRAW made things not network, but we don't do that anymore)
Hide some shit from the inspector
Lets force langversion so everyone is on the same page
Tweak EntityHandle to be one off
Remove duplicate extralight font weight
Initialize EntityHandle to -1
Animgraph: Add state reordering https://files.facepunch.com/layla/1b2711b1/ZlnSoKvqy9.mp4
Don't bother creating tonemap system for DrawScene, isn't needed yet
Enable basic postprocessing for Render.DrawScene when using 16 bit or 32 bit float color format
If the API is returning rubbish, don't ignore it
Try to get linked service token before creating stream service, don't try to deserialize token if getting linked service fails
Don't ignore local variables !
Added Particles.SetSnapshot
Added Particles.SetModel
Added ability to get break_command_list data from models
Merge branch 'master' of sbox
Extra UnobservedTask logging
Null check that entity
Can edit enums in the inspector
Fixed crash when parenting to a deleted entity
Steamworks update
Added Global.IsRunningOnHandheld
Added Client.Components
Added Glow component
Add a tip about restarting the game to 'is from an unrecognized content path' message in material editor
ModelDoc 'Unable to load the FGD file' now include the errors
Merge branch 'master' of sbox
Fixed another hotload exception
Fixed Entity.Name not being immediately available
Fixed ClientRPC crazyness
Fix for sbox-issues/issues/976
Fix for sbox-issues/issues/978
Let's not fuck up this branch this time
Add TwitchAPI.CreatePoll
Add TwitchAPI.EndPoll
Add TwitchAPI.CreatePrediction, TwitchAPI.EndPrediction
Have lock, cancel and resolve prediction functions, more clear than an enum for each end status
Stream.OnChat library method instead of event system CommandAttribute
Sandbox.Streaming.StreamClient to Sandbox.Stream
Add Sandbox.Stream.IsActive
Add channel modify functions to Sandbox.Stream
Internal twitchapi
Refractor so that TwitchService handles client and api
Implement Sandbox.Stream.GetUser
internal Stream.Connect and Stream.Disconnect, auto connect to twitch service on loop init
Optional channel param in Stream.SendMessage, sends to your own channel if non specified
Add Stream.GetUserFollowing and Stream.GetUserFollowers
Add Stream.GetBroadcast
Add Stream.GetChannel
Deserialize poll response
Add Stream.CreatePoll, Stream.EndPoll
Document all public Sandbox.Stream functions
Move stream events under Sandbox.Stream instead of Sandbox.Event
Deserialize prediction response
Add prediction to api
Add summary to all stream events
Move IRCMessage to StreamChatMessage constructor
Parse any time response data to DateTimeOffset
Change channel modify functions to properties
Merge BanUser and Timeout user, the only difference is perm ban or timed ban, clarify this in the summary
Move get following/followers to StreamUser
Optional username param for GetUser
Add StreamPoll.End
Move prediction lock/cancel/resolve to StreamPrediction
internal set StreamPrediction properties
internal set StreamPoll properties
internal set StreamUser properties
internal set StreamChannel properties
internal set StreamBroadcast and StreamChatMessage properties
internal set StreamUserFollow properties
Remove OnChat callback, dealing with chat commands should be dealt with addon level
Move Sandbox.Stream to sandbox.engine so multiple connections aren't made for menu, client, server
Remove stream connected/disconnect events for now, doesn't make much sense currently
Add StreamUser.Channel and StreamUser.Broadcast
Add Stream.GetBroadcasts (from game_id)
Add Stream.GetGame (from game name)
Update Stream.cs
Add StreamGame.Broadcasts
Init stream service in MenuInterface.Init. Connect/Disconnect stream service in GameLoop
Add MenuTools.SetStreamService
Save stream service type to cookies
Check websocket is valid before trying to join/leave channel
Make Stream.Init awaitable so menu can know if it failed
Only proceed with irc login if websocket connected, try a reconnect if it fails to connect
Add StreamUser.CreateClip
Add StreamUser.CreatePrediction
Add StreamUser.CreatePrediction
Add StreamUser.CreatePoll
Add StreamUser.Ban, StreamUser.Unban
Keep track of all the chat channels we're in
Rename Sandbox.Stream to Sandbox.Streamer
Remove automatic connect/disconnect in game loop, move to menu commands
AssertMenu in SetStreamService
Don't run events in server context
Remove debug logs
Sandbox.Streamer front to Sandbox.Engine.Streamer to ensure API can only run on menu or client
Move StreamChatMessage to Sandbox.Engine, fixes issue with events
Missed some asserts
Remove websocket copy
Move interfaces to their own files
Merge pull request #28 from Facepunch/streaming
Initial streaming api
Component Add/Remove
Added Components.Get, TryGet
Add Components.GetAll<T>
Add Components.GetOrCreate<T>()
Make Event system more resilient to registering/unregistering events during an event
Added Component.Enabled
Components.Get<T> - T doesn't have to be a component (makes interfaces work)
Simplifying network data, can have lists in Network classes, and Network classes in Network classes
Remove bullshit from NetRead
Support [Net] nullables
Make networking classes a tiny bit more generic
Components are networked properly
Merge branch 'master' into components
Store a game assembly hash, only read network data if assembly hash matches
Don't clear embedded var values on hot reload
UpdateHash after server compile
BuildNetworkTable cleanup
Refactoring cleanup
Refactoring
Re-implemented change callbacks, [OnChangedCallback] becomes [Change], can specify callback name
Edge case
Network variables are read when changed
Merge branch 'components'
Fixed a crash in KeyValues3ToJson when given invalid KV3 data
Error handling for FGDCurve, added IsValid, Mins, Maxs
Do not write a gamemode .fgd if it will contain no entities
FGDCurve can be used in Assets (Added JSON deserializer)
Do not write a gamemode .fgd if the gamemode has no entities
FGDWriter strips away invalid symbols for baseproperties class
Added MathX.Remap
Added curve support to custom Entity properties via FGDCurve class
Added support for IList, List, IReadOnlyCollection to Asset autoFGD
Added support for TagList in assets
Fix Render.DrawScene exception returns wrong image format
Added Tags field to all entities in Hammer
Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead
Support for basic arrays in asset autofgd
Make tag list editor in Hammer take less space per tag
ModelDoc: Warn if model has too many bodygroups
Cleaned Entity constructor, readonly accessors
Call frame event after RenderGameSystem so we can override SceneObject params on ModelEntity etc
Fix internal IsVrUser not working
Entity.EntityName becomes Entity.Name, is networked properly, has default value
This might fix sbox-issues/issues/950
Merge branch 'master' of sbox
Restore documentation on EntityTags/TagList, fixed EntityTags.HasAny
Add Render.UI.Text( ... )
Add Texture.Size
RenderState can be readonly
Add Render.UI.Clip
Remove performance rcon
Fix spammy TextManager
Merge branch 'master' of sbox
Remove ITagList, TagList is a HashSet<string>
Also do not hide cordons with hide unselected that makes a selection set
Fixed Undos not updating cordon visibility
Fixed asserts in Hammer with that uses RenderThickLine
QuickHide Unselected doesn't hide cordons
Previous caused everything to disappear which is clearly unhelpful
Added ITagList interface for TagList and Internal.EntityTags, Added ITagList.HasAny( ITagList ), ITagList.Toggle
Make escaping quotemarks in console commands work
Fixes specially formatted chat messages breaking up, and other not yet encountered issues
Remove point_*command entities from the native code
Fixed a typo in Transform.Add docs
Fixes sbox-issues/issues/939
Better No Authority exception
I see improved performance with this disabled. Maybe we're doing something wrong - why has resource system got pending work all the time?
Added Vector4.Zero, One and constructor to create via float
Added Render.UI.Box, Render.UI.BoxWithBorder