13,850 Commits over 1,552 Days - 0.37cph!
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
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.
Delete build debris
Update build order to build managed and run InteropGen first
Ignore build debris
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
Bind g_pNetworkClientService
Fixed console commands from console or ui not forwarding to server
Added debug controls
Merge branch 'master' of sbox
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
Added CollisionProperty.GetCollisionBounds()
Player Physics Hull to c#
Limit total ragdoll count, delete oldest
CollisionGroup get/set
Added ModelEntity.GetModelName()
Make default gamemode sbdm
Build-Game does build instead of rebuild
Latest tools
Added PhysicsGroup.Pos, .MassCenter
Switch to SpectateRagdollCamera on killed
CodeGen: Fix RPC with no args
BecomeRagdollOnClient is an RPC that is called on killed
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
Added PhysicsBody.AngularVelocity
Added Transform.TransformVector( localvec )
Set ragdoll bone velocity, angular velocity based on parent animation
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
Enable fog entities that were ifdef'd out
Create a UI render layer and call into managed from render thread
Exploring binding of IRenderContext
Added Entity.IsClientOnly
Throw an exception if trying to delete an entity clientside and it's not a client only entity
HandleManager keeps a list of all the IHandleIndex'es and Clears them all at the end of the game
Added GameLoop.LoopShutdown
remove Debug
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
Initial support for weld and revolute joints
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
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
Add vphysics/rubikon to sbox_game
Added Transform.WorldToLocal, Transform.LocalToWorld
entity.CopyBonesFrom( ent )
Added DebugOverlay.Skeleton
SetBoneTransform also sets the physics object tx if the bone has one
Rename EngineEntityBase to NativeEntityClass to avoid ambigiuty
Can create pure clientside entities
Updated all Lerp/Slerp functions to have an optional clamp param, defaulted to true
Proper versions of Set/GetBoneTransform
Fixed AnimEntity NativeEntityClass
Wip test code
Merge branch 'master' of sbox
Don't assert when Qt can't enumerate a special font family
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Yank DX9 and other unused stuff, better format groups.vpc
Remove conflicting shaders from core/
Disable SM3_0 compilation entirely and conditionally ignore non-SM5_0 shaders
Fix addon path on ReadVfxFile being inverted
Use addon-aware ReadVfxFile method for VFX Compile Helpers
Cleanup
Merge branch 'master' of sbox
Bind GetWorldspaceBones, GetBoneParent, GetBoneName
Draw bones in dev camera
Added constructor to convert TransformUnaligned to a Transform
Safe to assume SkeletonInstance exists, it's the default body component for model entity
Tweaked fall anim to stop the head looking down
Bind CGameSceneNode
Added Transform (counterpark to CTransformUnaligned)
Rotation equality
Bind a bunch of skeleton stuff
Create BoneFlags.cs
Bind Transform
Remove unused code
Fixed ragdoll delayed render
Update tools
ModelDoc: Don't do ScaleAndMirror on any of the physics stuff. Their scaled sizes/positions aren't reflected in the modeldoc viewport - so end up being different scales to what you think!! Should we be disabling it like this or trying to reflecty the scale in the viewport?
Bind CBaseAnimating BecomeRagdollOnClient
Add ragdoll setup to citizen model
(test) Become a ragdoll if Use pressed
Toggle devcam with devcam command
Added Rotation Up, Down
Added Rotation.LookAt( Vector3 forward )
Camera.Activated when switching to it (allows initialization)
Added DebugOverlay.Axis
Added ModelEntity.OOBBox, CollisionPos, CollisionRot properties
Fixed LastButtons getting stomped in ClientInput
Update DevCamera.cs
Removing some more unused code
Fixed not overriding buttons properly
Camera is primarily responsible for building ClientInput - but Gamemode, Player, Animator and Controller all get a go on it
DebugCamera override BuildInput, prevent player input
Fixed infinite loop in Vector2 constructor
Clear look input deltas if UI wants the mouse
Added Rotation.Angles()
Pass ClientInput to Gamemode
Updated default keys with controller binds
Added Rotation +, *, -, FromAxis
InteropGen - fixed accidentally hardcoded NativeEngine.ViewDesc in AsRef
Bind ClientInput
Changing these from static so we can access them in clientinput.cpp
Hook input processing in CClientInput::ProcessInput
use +iv_ binds
Removed ambigious InputButton's (MoveLeft, MoveRight, Speed)
Pass ButtonBits to ClientInput
Delete clientinput_camera.cpp, clientinput_joystick.cpp, inputmovement.cpp/h
Access iv's directly,. delete FindSource2ClientInputVar
CalcButtonBits uses InputValueDigital's instead of kbutton_t
No need for CLinkInputValuesToKButtons now
Deleted kbutton_t
Deleted legacy IN_ concommands
Deleted a ton more redundancy input code
Noclip is now defined in managed https://files.facepunch.com/garry/58b93b13-1881-4008-b343-03e7e5f3d999.mp4
Merge branch 'master' of sbox
Clean up unused stuff from ShaderCompile_CompileShaders
Merge branch 'master' of sbox