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17,272 Commits over 1,338 Days - 0.54cph!

3 Years Ago
Move PropertyClass Move PropertyClass to game Added LibraryClass, NetworkClass Correctly tick WriteNetworkEntities Entity derives from NetworkClass Network PlayerController (mockup) Fix NetRead/NetWrite now public PlayerControl is set serverside and networked down to client Library class lookup dictionary Debug remove Don't shoot when dead
3 Years Ago
Bind Get/SetLifeState Strip unused damage stuff from native Added Entity.OnKilled Fixed Player.Local not getting null when player destroyed Remove gamestats Gamemode picks our respawn point
3 Years Ago
Can't make GLST's for sandbox right now so use the DS Ip instead of steamid Allow access to System.Nullable Add Panel.BindToMethod Add Entity.Health Create MethodBind.cs Health UI
3 Years Ago
Fixed UTIL_GetLocalPlayer in shatterglass server Apply prediction rules to EmitSound
3 Years Ago
Enable Steam Sockets Added option to join Garry's SteamId Added DamageInfo
3 Years Ago
Debug print fixes
3 Years Ago
Fixed exception in Trace.Ignore TraceResult propertly returns the hit entity Health + TakeDamage binds Do actual damage in test addon gun (shatter glass etc) Asset updates
3 Years Ago
Implement .Ignore( ent ) for traces
3 Years Ago
Entity.Rot PlayerController.Rot Citizen skin tweaks
3 Years Ago
Moved codegen .gen folder to addon root (it's only used for diagnostics right now) Update .gitignore Content List is flat and organised by type instead of folder based
3 Years Ago
Addon dependancies caps insensitive Add Content to Sandbox.Generator Citizen addon: generate code so we get a content list MyAddon - depend on citizen, use generated content path
3 Years Ago
Buffer up native console prints until newlines Disable ESP Clean up this code
3 Years Ago
Move hotloadmanager into Gamedll
4 Years Ago
Bot code Entity Flags binds Create EntityFlag.cs
4 Years Ago
Fixed eye angles on server
4 Years Ago
Allow model Just In Time loading Add CBaseModelEntity binds Crash todo in CModel::SetupAttachmentTransform Bind CSkeletonInstance Tweaked managed entity creation order so we can do stuff in Spawn Added ModelEntity Player derives from ModelEntity Don't call SetCollisionBounds from native baseplayer
4 Years Ago
PET: Don't give us any of the mod mismatch warnings
4 Years Ago
Test light impact, sound impact
4 Years Ago
Added gameglue Added Decals class Glass fixes Fixed exceptions due to LIGHTING_ORIGINS 0 testmap update Compiles
4 Years Ago
shatterglass materials/textures
4 Years Ago
Added "decalSpecularExp" to sheet.h so decal sheet will build
4 Years Ago
decalstests
4 Years Ago
Created IRuntimeAsset (this is bad naming, review) SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
4 Years Ago
Compiled sounds Added JsonToKeyValues3 to EngineGlue Added Entity.EmitSound Create keyvalues3.def Create soundeventmanager.def WIP can define sound events in code
4 Years Ago
A bunch of Rust sounds Deleting these soundstacks Deleting these soundevents Add soundstacks_hlvr_core to the manifest
4 Years Ago
post process test
4 Years Ago
Added Player.Input Added Player.Tick Warn us about not precached stuff instead of popup assert GetParticleSystemIndex by default calls FindExistingResourceByNameLoadingJustInTime Interop gen treats anything starting with global as a global Bind DispatchParticleEffect Test tracer/impact particles
4 Years Ago
Fixed panorama keybinds not being set (hardcoding them in CUIInputEngine::ReloadKeyBindings instead)
4 Years Ago
Tool maps
4 Years Ago
ghost
4 Years Ago
Fixed modeldoc not opening models Updated testmap more rust models Unused
4 Years Ago
smg viewmodel
4 Years Ago
Removing unusable tools
4 Years Ago
contentbuilder, reconstruct addon path when copying compiled files If we have a content_src but no content, create it Don't tother adding not in leaf tags to stuff
4 Years Ago
Hammer compilation fix These binaries are part of sbox_game now Updated testmap source
4 Years Ago
Don't upload core_src to steam :D rebuild_all.bat for mods _src reference content compiled don't upload addon _src folders to steam Create user_keys_default.vcfg
4 Years Ago
vfxcompile - rejigged to compile to the core folder regardless of 'mod' folder
4 Years Ago
core content Unused
4 Years Ago
Fold sbox into core
4 Years Ago
Fixed contentbuilder with addon paths
4 Years Ago
Include ResourceCompiler contentbuilder works in root _src folders contentbuilder deletes orphans properly instead of trying to use p4 include contentbuilder in sbox_game
4 Years Ago
Fixed addon system shitting itself if a path had caps in it
4 Years Ago
Fixed crash in ValidatePrivateScriptScope
4 Years Ago
These were in the wrong folder
4 Years Ago
Move that big load of content into the right place 😫 Just stub this interface so we don't have to recompile the whole engine again Fixed startup_background AddAddonsSearchPaths for now Moved sbox_game to groups Added a bunch of missing tool config files Delete tools_thumbnail_cache.bin
4 Years Ago
Reference content
4 Years Ago
Unused citizen addon test map
4 Years Ago
Reverting attempt at resource system takeover
4 Years Ago
Engine rebuild
4 Years Ago
Adding +assetsystem to sbox_game move content\sbox to game\sbox_src move content/core to game/core_src Asset system content is in *_src instead of ../content/* Path Fixups Material editing works with new *_src paths Rust addon Changing default console port (vconsole fucks with it) Resource Compiler, compile to the right folder when addon I'm going to assume we don't need all this readonly shit Load asset info again material editor, hammer working with addons and addon *_src Citizen addon Colours Don't mark mod paths as read only ModIsVisibleToAsset always returns true Allow loading from any "mod" in hammer Lets treat any files ending with _c as lfs citizen skin lfs Fixed model editor Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout Add ignore tools_thumbnail_cache.bin SetModGameSubdir - skip the logic, always set it to sbox Fixed IsAddon logic being backwards in ComputeOutputFileName Local lightmap compilation is assumed Properly close clr host on shutdown Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix Fixed CResourceCompilerContext::ContentPathToFullPath for new layout if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky Call AddAddonsSearchPaths in standalone resourcecompiler.exe CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit ComputeVpkName can be a shit ton simpler