13,466 Commits over 1,522 Days - 0.37cph!
Remove ModelEntity.ViewOffset
Decal defaults
Fix errors when setting NetworkComponent networked values in constructor
increase NET_MAX_PAYLOAD
Making some stuff in Duck virtual even though deriving stuff from these classes is doomed
Merge branch 'master' of sbox
Undo player tag changes to triggers
Triggers: Use "player" tag to detect players
Also fixed entities with Health <= 0 not being able to touch triggers, we now only check for LifeState != Alive for players
Viewport wasn't properly init at that point
Temp fix for VR viewports being broken when moved
Fix VR spectator viewport being horribly broken
Fix crash when outside of VR
Create Sandbox-Engine-Game.sln
Merge branch 'master' of sbox
Reenable VR Multiview Instancing
Fix VR bloom
Fix VR viewport being cut off in ultrawide resolutions
Merge branch 'master' of sbox
Remove WaterSea from Water Scenelayer for now until I better rethink this API
Fix VR stretching when multiview instancing is enabled
Initial work so water works on multiview instancing
Changed Entity.Output to a struct, can register callbacks from code
DamageInfo passes the BoneIndex
Added AnimEntity.ProceduralHitReaction( DamageInfo ) extension method
Default Player class calls ProceduralHitReaction in TakeDamage
Update standard animator controller with new params for @MaxLebled
Add [Hammer.Skip]
Add [Hammer.EditorModel( ... )]
Added [Hammer.Solid]
Added Input.GetKeyWithBinding
Input Changes (sbox-issues/discussions/337)
Test for all flags
Added :not( .stuff ) support (mostly untested)
Merge branch 'master' of sbox
func_button moves correctly when parented
Also implemented movedir_islocal, and made internal variables not public
Animgraph updates (includes more comments)
Fix Margin/Padding tests
Fix Filesystem Watcher tests
Addon provision tests
Tests cleanup
Make string.ToBool more resiliant
Implemented func_button's sounds & Press input
Also some entity docs for fgd autogen
Animgraph updates (conditional IK disable during reload gesture)
Flag UISceneSystem views as monitors so they don't render in stereo if VR is enabled
Added basic func_physbox
Moved some physics related stuff from Sandbox.Prop to BasePhysics, which is now the base for both prop_physics and func_physbox
Fixed some props not doing impact damage at all
Add FileSystem.Data, FileSystem.OrganizationData
Fix no property spam
Mount /core/
Don't try to download los or vmap files from servers
Save the auto generated fgd into config
Added Hammer.Model (makes it so the model, skin and bodygroups can be set and changed in Hammer)
Add Hammer.Model to Prop
FgdWriter supports material
Merge branch 'master' of sbox
Fixed Hammer properties not getting through properly
Switch [Hammer.Property] to just use [Property]
Auto register properties as a StringToken
Build Output functions for Entity IO
Added ability to turn off FGD generation for a property
For [Property] and [Input] we can read the description from the source code comment instead of having a "Help" option on the attributes - this means the comment can benefit intellisense and the fgd/editor at the same time.
Update base.fgd
Whitelist System.ComponentModel.EditorBrowsableAttribute
Fix thirdperson_orbit and thirdperson_collision convars
This will (probably) fix the fgd errors
[HammerProp] => [Hammer.Property]
Navmesh cleanup
Add Type.HasBaseType( string )
[Prop] has a Title value
Add [Hammer.AutoApplyMaterial]
FgdWriter boilerplate
Merge branch 'master' of sbox
Merge branch 'master' of sbox
WIP construct, splitting more part into prefab, changed prefab center pivot
Merge branch 'master' of sbox
Added support for conversion to uint from string
Merge branch 'master' of github.com:Facepunch/sbox
Prop resets velocity to last collision pre velocity on death when last damage is a physics impact, this should make gibs look a bit better
watermelon health and impact damage tweaks
watermelon surface file wip
Merge branch 'master' of sbox
Add min impact damage speed and impact damage properties to prop_data to give some control over it
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
Fixed crash due to GlowList containing stale glows
Fixed rare animgraph crash, possibly due to broken animgraph or missing animations
Fixed crash in C_BaseEntity::PostNetworkDataReceived when entity has no managed pointer
Set up sentry before reporting minidumps
Sentry config
Fix couldn't find ./addon error
Addon downloading fixes
Pass true to Return to clear array so it doesn't remember values next time, and properly clean up network tags when clearing them. This fixes tag methods not being called client-side and when you remove a tag from something that only has one tag
Fixed Vector3.AddClamped not working
Merge branch 'master' of sbox
Make lightcookie a string rather than a stringtoken in lightcomponent
Remove D3D9 fallbacks in rendersystem
Create WorldEntity
Added Trace.WithTag, Trace.WithAllTags, Trace.WithAnyTags, Trace.WithoutTags