22,417 Commits over 1,614 Days - 0.58cph!
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
When sucking the transforms from physics objects to entities, also suck the velocity
Fixed not compiling in debug mode
Base reverb volume reduced drastically
Re-enable PhysicsThinks because I don't have the bandwidth to figure out whether it's needed
Remove a ton of unused entity flags
Unused portal code
Remove groundlink
Remove basemodel fadeout thinks
Tools.ComboBox.TrySelectNamed fires OnItemChanged() on success
Fixes Launcher not doing anything until you reselect a game config
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
PhysicsEnabled works on client
Clean up physics debug draw, color static, keyframe, dynamic in different colours
https://files.facepunch.com/garry/f91c71d9-336b-4c1a-b471-f9a5c7962627.jpg
delete IPhysicsPlayerController
Delete IPhysicsShadowController, simplify
delete positionwatcher from vpc
Entity.Position no longer sets body positions
There was a hack here.. when players respawned we obviously set their positions to the new spawnpoint. But then their keyframed physics hull would rush to that position (via ForceUpdateIfKeyframed).. which hit anything in its path. Snapping the position was the wrong move here imo, I will explore alternatives.
delete positionwatcher.h
Got phys_debug_draw working again
Remove unused
Move Sandbox.CodeEditor -> Tools.CodeEditor - this does mean we can't open the code editor in non tools mode but does that matter?
Define CodeEditors in tool addons, add VSCode support
Basic editor preferences window to specify preferred code editor and default project location
https://files.facepunch.com/matt/1b1911b1/sbox_TaO9t1R3oN.png
Remove warning I left thinking it was dead code
advertising board - prefab with breakable glass
advertising boards - lods
Merge branch 'master' of sbox
Fixes and Adjustment to Jumpsuit Outfit + Colour Variation
Fixes to the lowpoly, textures and skinning. Plus LODs have now been added as well as a blue coloured variation.
https://files.facepunch.com/daniel/1b1811b1/slack_Vk0gTN69pu.jpg
Move the error list from Sandbox.Tools to tools addon
ErrorList keeps a static list of diagnostics for when the widget is hidden/shown as well as hotloading
Use lovely new managed ItemListWidget instead of ListView for ErrorListView
delete vphysicsupdateai_t
Completely remove movetype
Remove SOLID tag from prop gibs, add debris tag
Restructure video setting accessing & add presets
Update concrete materials to use concrete surface
Update carpet materials to use carpet surface
Fix physics timescale default
Fix tags set in Hammer not reaching the in game entities
Fix console spam on map load with paths due to unfortunately named properties
Merge branch 'master' of sbox
Fix physics timescale default
wip
Remove view entity sound bias, always 12u in front without the pitch issues
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Merge branch 'physicshape-tag-strings'
Rework Entity.OnPhysicsCollision API a bit, mainly adding all data for the other entity in a collision as well as the Surface and PostAngularVelocity of both
Restore physicsgamesystem interop used for collision event
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
remove sv_gravity and all other movevars
Remove a bunch of movetypes
delete src\game\shared\movevars_shared.cpp/h
Get rid of phys_timescale
Get rid of sv_skyname
Initial Physics Settings class
Obsolete Global.PhysicsSubSteps, Global.PhysicsTimeScale
Simplify physics substep math, store substeps and timescale on world
Physics settings page
https://files.facepunch.com/garry/26f366ac-323a-4258-8106-0f1fa49a3e58.png
Game page
Move compiler stuff into project settings, add a couple more options
Merge branch 'project_settings'
Game page
Move compiler stuff into project settings, add a couple more options
Physics settings page
https://files.facepunch.com/garry/26f366ac-323a-4258-8106-0f1fa49a3e58.png
Squashed commit of what was in master
Simplify physics substep math, store substeps and timescale on world
Get rid of phys_timescale
Get rid of sv_skyname
Initial Physics Settings class
Obsolete Global.PhysicsSubSteps, Global.PhysicsTimeScale
Remove CBaseEntity::VPhysicsShadowCollision (S1 legacy code)
Delete PhysicsGameSystemS1 and other unused crap
Get rid of legacy gamevcollisionevent_t, cleans up calls to CBaseEntity::VPhysicsCollision
Move C# collision interop from CBaseEntity::VPhysicsCollision to CPhysicsGameSystem::DispatchCallbacks, call C# once per collision instead of once per entity in that collision. Give ourselves additional data to expose onto the game API.
remove sv_gravity and all other movevars
Remove a bunch of movetypes
delete src\game\shared\movevars_shared.cpp/h
Fixed breadcrumb passing the format, not the formatted string
Better error on Open Image Denoise error
Add breadcrumbs to CUtlLinkedList overflow
When resolving MSAA, account for alpha
Fixed package meta deserialization for enum values
Solves collision matrix info not loading on remote packages
Animgraph: Better way of deleting selection without deleting group input/output