13,467 Commits over 1,522 Days - 0.37cph!
Fixed plane trace backwards logic (and added tests)
Fixed WorldPanel being backwards
Can turn prediction off for an entity using Entity.Predictable = false
Fixed still being able to ConsoleSytem.Run( "quit" )
Fixed shaders not writing to alpha if S_ALPHA_TEST
ModelEntity.SetMaterialGroup can take a string
Load assets before menu init
Save cookies on exit
Menu Convars are saved and loaded properly
Setting Menu Convars via property updates native backing, saves
Merge branch 'master' of sbox
Fixed bot user commands being ran at the wrong point during a tick causing bots to behave in strange ways
Merge branch 'master' of github.com:Facepunch/sbox
Added AnimSceneObject.SetBodyGroup
Asset fgd's can be automatically generated
Add BitFlags Attribute Editor
Keep bitflag menu open after changing a value
Merge branch 'master' of sbox
Fixed occasional exception when creating a lobby for a game server
Now displays a warning
Run DefaultValue generator before Replicate generator
Fixes [Net] properties losing their default value in the fgd
Initial commit: parity
Merge branch 'master' into bots
Merge branch 'master' into bots
Added MimicBot and updated to use BuildInput method
Commented out some native bot_ commands. Added managed bot commands
Fixed previous state issues and clean up
Merge branch 'master' into bots
Made changes for PR
Merge pull request #27 from Facepunch/bots
Bots
Reworked rotate & scale behavior of path nodes
Here is a test comment
<hee.hoo@he.ha>
<231+hee.hoo@he.ha>
Don't invoke custom scene object render if the scene object is invalid. Add SceneObject.IsValid extension
Add AnimSceneObject,SetMaterialGroup
Merge branch 'master' of sbox
Allow connecting to server without correct password for loopback addresses
Merge branch 'master' of sbox
Fix CSceneAnimatableObject using scaled world transform to evaluate pose, fixes scaled anim scene objects
Add Model.BoneCount, Model.GetBoneName, Model.GetBoneParent
Fix startup assert
Don't change SceneObject's m_nID when parenting - this prevents a crash due to hanging pointer in m_objectList
SceneObject delete uses DeleteSceneObjectAtFrameEnd
UI.Scene becomes UI.ScenePanel
Don't let exceptions in Panel.DrawContent take down the whole UI
Add SceneObject.Rotation, SceneObject.Position
Add INode.GetAttribute<T>()
ScenePanel.Position/Angles becomes ScenePanel.CameraPosition/Rotation
Fix point light falloff being fucked
Light SceneObjects use SceneObject transform instead of own Ang/Pos
AnimSceneObject.Update takes a delta instead of absolute time
Calculate hash from a stringtoken of resource id rather than a random one
Minor improvement with path node numbers when one node is selected
Fixed loss of functionality in Hammer when doing manipulations on a path node when a tangent is selected
Rotating and Scaling nodes affects tangents properly.
Allow lightcookies to be baked on path tracer
Remove silly blinking Vis Reflectivity Warning on albedo and reflectivity visualization
Pass which light cookie a light desc uses to path tracer as a hash rather than as a handle to not mess distributed processing
Merge branch 'master' of sbox
Improved behavior of shift dragging path nodes in Hammer
Draw path node numbers when path/node is selected
Fixed ConVar.ClientData returning string
Add a couple more decimal places to Color json encoding
Fixed scss variables with variables
Make Sound.FromEntity throw NRE instead of silently doing nothing with invalid entities
Codegen - warn if we want a class to be partial
Move decal class to addons
Fixed WorldEntity not being able to be sent in rpc
When precaching, make available via Resources too
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Fixed Sound.FromEntity crashing with invalid entities
Merge branch 'master' of sbox
Fixed RenderEntity transform updates being tied to tick rate
Tweaked how Global.TickRate is read and reported by the engine (and tested it all this time)
Added Client.Kick()
Getting disconnected from a server now displays a reason why in UI
Fixed voice chat not working correctly, especially after rejoin
Don't allow prediction if entity is using physics movement
Added entity.Tags.List (returns list of tags)
Global.TimeScale and Global.TickRate are editable
Added Hammer.SphereAttribute and Hammer.TextAttribute
Also documented some of the other properties with c# comments
Add support for Irradiance Color Scale on hammer
Allow multiple DescriptionAttributes and use the first one where necessary
Hopefully fixed the game overwriting S&box.sln unnecessarily
Also fixed auto generated launchSettings.json having a malformed launch parameter
Fixed FGDWriter setting default value to first flag if one isn't given
Remove leftover debug output
Flag old blend shader as deprecated
Remove IPhysicsUpdate, unlikely anyone is using this obsolete interface now