13,443 Commits over 1,522 Days - 0.37cph!
Screenshots save as jpg by default, in game/screenshots/
Bind F5 to screenshot by default
Just use endpos of the trace for thirdperson collision
Add collision to thirdperson camera
Add Trace.Radius for sphere traces
Allow joints to attach to and from ent with body index or name or directly to a physics body
Add BodyCount and GetBody (from index or name) to PhysicsGroup
Bind GetJointHandle from physics aggregate
Ignore screenshots folder
Rust semi pistol
Pistol hold anims
Pistol Holdtype
Gun shooting setup
Muzzleflash setup
Allow particle systems to attach to ModelEntity attachments
Allow set int params on animator
Temporary holdtype switch test
Merge branch 'master' of sbox
Better shadercompile icon for tools
Add button to edit shader with VSCode or any editor of choice, Clean up ReadVfxFile function
Remove Sandbox.Shaders.Base
Add stub for postprocessing manager and postprocess base
Iterating on post process manager and postprocess base
Shut down sbox postprocess manager
Merge branch 'master' of sbox
Added IInventoryEntity
Merge branch 'master' of sbox
Fix typo in CommonConstraintConfig.IsValid
Better param names in config to avoid typos
Add summary for revolute config
Add WithLinearSpring, WithAngularSpring to weld joint config
Add comments for revolute motor funcs
Add motor api to revolute joint config (WithLimitEnabled, WithPositionModeMotor, WithVelocityModeMotor)
Add motor params to revolute joint config
Bind PhysicsJointMotorMode enum
Put joints in their own folder, keep it all tidy
Add StartsNotActive to common joint config
Native helper func to fill out PhysicsJointDesc_t
Add friction and breakable impulse limits to common joint config
Cleanup duplicate code as much as possible in joint api
Update .editorconfig
Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
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
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
Remove a log left over by mistake
Add ShadowsOnlyEnabled via scene object override
If any of the compilers failed to compile, don't load any of them
Merge branch 'master' of sbox
Redesign physics joint api with builder design
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
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)
Added Entity.ResetInterpolation()
Comment out ui render test so there isn't an ugly square in the corner
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
Set UI render material and texture from managed
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
DrawQuad and DrawIndexed in managed
Add ArgUShort to InteropGen. Bind 16 bit index buffer.
Added Entity.IsWorld
DevCamera zoom
Delete on touch
Merge branch 'master' of sbox
Fix annoying assert in conical joint swing limit
Avoid using vector2 binds for now
Add UIRender.DrawSetColor
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