20,775 Commits over 1,522 Days - 0.57cph!
Keep user input up to date each frame
Fix PawnController.UpdateFromController
Added FrameSimulate
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
Don't try to create textures on server
CamSetup has Viewer, ZNear, ZFar, Aspect
Add Entity.EyePos, Entity.EyeRot
Controllers,Cameras use EyePos, EyeRot again
Trim more unused player stuff
Stripping player eyeangles/eyepos stuff
No need to add Pawn to Client.Pv - it's added automatically
Hammer: Fix align to grid plane not working properly
Hammer: Fix "Align to Surface" Alt toggle not actually toggling
Whitelist IEquatable and DefaultMemberAttribute
Trimming unused
Remove unused
Remove unused
EventSystem supports arguments
Fix HasLocalPlayerOwner lying
Run buildinput event from Game:BuildInput
Restore nametag functionality
Deleted BaseCamera, kill works again, fixed ragdollcamera
Fixed health not being accessible clientside on non player entities
Moved Camera, CameraModifier to Addon
Camera switching predicted properly, Camera.Activate/Deactivate called proper
Fixed non networked [Predicted] variables thinking there were prediction errors
Added tint mask to citizen_skin, removed mouth material
If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion
Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52"
Add Model GetAttachmentName and AttachmentCount
Label Angles edit box with P,Y,R instead of X,Y,Z
Add environment light entity so it can be changed from managed
Fix "Animgraph flashing upon opening second file, epilepsy triggering #153"
Updated N/NE/E/SE/S walks
Fixed func_shatterglass materials.
Remade materials needed for func_shatterglass.
Merge branch 'master' of sbox
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
updated brick texture, added variation
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
Removed BufferedActiveChild stuff
Move PlayerAnimator and PlayerController to addons
Setting Pawn also sets Owner
Renamed OwnerEntity to Owner
Add Entity.Input, Entity.Client
Added Entity.SpawnFlags.Add
Reimplemented basic prop_door_rotating in C#
Increased "tickrate" for trigger_hurt
Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity
Client.Local => Local.Client
Delete IPlayerControllable, Add Entity.Simulate( Client cl )
PlayerAnimator, PlayerController works again
Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door
Make C# map IO case insensitive, fixes trigger_hurt not being targetable
Fixed Hammer crashing when pressing CTRL+S without a map open
Merge branch 'master' of sbox
Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor"
Remove redundant element count from buffers SetData
Rename Player.cs to Client.cs
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
Add FindOrCreateProceduralMesh to IMeshSystem
Move mesh stuff out of game glue and into mesh glue
Whitelist Span
Allow draw desc to draw non indexed if there's no index buffer
Remove old voxel shader
Add Vector3 indexer
Add Entity.RenderDirty to mark rendering dirty
Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers
Bind render meshes
Allow models to be created from meshes or VertexBuffer class
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Working IK on the legs, animgraph updates, fixed look chains, etc.
Fixed changes SCSS files not being sent to clients
Wheely bin prop
Wheely bin prop, has mask for tinting and all lods
Merge branch 'master' of sbox
Merge branch 'master' into player-client
Remove FieldOfView from player, that was a mistake
Add Client.Camera, cleanup
Delete IFrameUpdate, IClientUpdate
Add viewpos to usercmd
Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did
Wheely bin prop
Wheely bin prop, has mask for tinting and all lods
Merge branch 'master' of sbox