20,784 Commits over 1,522 Days - 0.57cph!
Animgraph & animation updates
Addon.GetDependencies fixes - gets rid of a stack overflow crash
* citizen and rust now depend on nothing (previously only base depended on nothing)
* everything else depends on base, citizen, and rust
Add SceneObject.SetMaterialOverride
Add PhysicsBody.AddHullShape
Add SceneObject.CreateModel that takes model reference directly
Add experimental Model.GetVertices and Model.GetIndices (meshes need to be compiled with CPU access https://files.facepunch.com/layla/1b0611b1/sbox_K1HhsZO3yM.png)
Most likely fixed issue #208
bullshit commit to help diagnose issue #208
Add toolrenderutils to groups
add convar to try and find out fix for issue #208 which probably wont work
When the mouse isn't visible, CursorAim should be straight down the camera
Make pressing Space in noclip work like it does in GMod
Autodoc for some UserInput properties
Fixed minor regression with door entities
Added b_sit input to the animgraph
Tag all buttons with the button class
Don't block properties named "on"
ConvarToggleButton has on, off and convar properties
Fix classes with generic arguments breaking codegen
Delete COMIntegration.exe
Stop engine writing steam_appid.txt
Add Entity.WorldSpaceBounds
Add Frustum.IsInside
IsInside bbox tests take a partial bool
Merge branch 'master' of sbox
Add Model.MeshCount
Rename Model.NumBodyParts to BodyPartCount for consistency
ModelDoc: Add CPU access setting to RenderMeshMarkup
Render mesh keeps a copy of runtime buffers info if marked as needing cpu access
ModelDoc: Allow render mesh markup nodes to be added to render primitives too
Rubikon: Update debug shape scene object with unscaled xform, scale was being applied twice
Add PhysicsGroup.Mass setter
AssetBrowser: Support compile sound with looping enabled/disabled for multiple selected assets
SMG reload animation + hooked up shotgun holdtype
Merge branch 'master' of sbox
Updated Construct + Parking garage
Updated Construct to fit parking garage
updating WIP construct/ clean up
Merge branch 'master' of sbox
Remove VScript kvs/inputs from Hammer
Added func_brush in C# with cleaned up hammer kvs
Make FuncDoor.Locked public
updated construct prefabs/mats
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
updated WIP construct map
Merge branch 'master' of sbox
Added Plane.Distance
Added Plane.GetIntersection
Fix RealTimeSince equality warnings
Add BBox.AddPoint
Added Physics.GetEntitiesInBox
Add Frustum class
Plane cleanup
Swap frustum plane order to match engine
Add Plane.GetDistance( Vector3 point )
Add plane.SnapToPlane( Vector3 point )
Add Plane.IsInFront( Vector3 point ) and plane.IsInFront( BBox box )
Merge branch 'master' of sbox
added full gibs to watermelon, new textures, added scatter and set up in material
Added NavMesh.GetPointWithinRadius
Add Vector3.AddClamped
Merge branch 'master' of sbox
Implemented Locked state for doors
Adds Lock/Unlock inputs, respects StartLocked spawnflag, OnLockedUse output
Doors now also fire OnFullyClosed, OnOpen and OnClose
Fixed FileTransfer read stream could be left open, causing havoc
NavMesh - skip points that are really close to together
Fixed clients never downloading the first file (usually meaning broken missing hud files)
Better Entity.ToString
c# MapIO debug + visualizer thing (cvar and a console button)
FuncButton: DelayBeforeReset 0 doesn't act as -1
[UserVar] is now [ConVar.ClientData]
[ConVar.ClientData] initial default value sent to server, value survives across hotloads
Non static [ConVar.ClientData] must be a member of an entity
The "Joining failed" message now passes the exception
Print in console when codegen errors out
Warning fixes
[ConVar.ClientData] convars can be entity members
Merge branch 'master' of sbox
Removing unused tools so people don't try to use them
Whitelist System.Numerics
Whitelist System.Globalization*
Fixed overflow: hidden blocking mouse wheel scrolling of parent panels
Fix Grid Layout cutting off bottom row when multicolumn
Map list tweaks
Added a conditional IK disable at the end of the animgraph + temp (?) fix for noclip-out overriding landing
Fixed jump sometimes playing the fall animation instead of jump
(This could happen if you jumped right after landing in a very small time window. The state machine needed some more conditional checks.)
voice_loopback false by default