20,767 Commits over 1,522 Days - 0.57cph!
Updated dm_testingmap_01
added weapons spawns
Created dm_testingmap_02
Map for DM;
Weapons and Spawns ready
Updated Button test map
Improved layout and visibility
Merge branch 'master' of sbox
rust materials tweak/fix
Merge branch 'master' of sbox
Bind LocalVelocity
Entity MoveDone, MoveBlocked callbacks
Added ModelEntity.MoveTo
Implement string.ToType for Vector3 and Angles
Create FuncDoor.cs
Undone debug messages
Merge branch 'master' of sbox
Fix dev hotspot normal map
Added Button Test Map
Added variety of buttons, set up in multiple ways.
Add some missed files from gitignore nonsense
dm_yard light fix
tweak rust material
Merge branch 'master' of sbox
Create dm_testingmap_02.vmap
For testing
Merge branch 'master' of sbox
Support [Hotload.Skip] on fields
Add mutex to GameLog so we don't get weird mashups of logs
Upgrade runtime to .NET 6 preview 2
updated dev_hotspot_layout
Now set up correctly to use hotspot system
Disable stronghandle assert
Shut down previous transform texture on scenesystem shutdown
Initial upload; dm_testingmap_01
dm_testingmap_01; Map for Deathmatch.
Merge branch 'master' of sbox
Pass EntityIOTargetType_t in InternalEntityConnection
Added Entity.EntityName
Don't call Shutdown on library on assembly unload, because it'll be hotloaded properly
Use [Input] for hammer method inputs
Create FuncButton.cs
Create IUse.cs
FuncButton implement IUse
Create AmbientGeneric.cs
Added player +use'ing
Store fireable entity outputs
Merge branch 'master' of sbox
Make SDF voxelization & Sky Coverage baking an option in Hammer
more rust asset cleanup
Merge branch 'master' of sbox
Disable other rendering pipelines other than our main one
ClientInput.CursorAim sensible default
Don't send .vpk files in NetworkAssets
Fixed properties not using attribute name
Making entity property names case insensitive
Added Entity.InternalEntityConnection, fill from map key values
Added Button.Voice
Added [HammerInput]
Added Mouse global static class, fixed cursor disappearing when toggling between main menu
Merge branch 'master' of sbox
Make eyebrows use complex again so it's shading looks like before now that stuff is fixed
rust asset cleaning (still more to sort)
Update creeping_tree_e.vmdl
Merge branch 'master' of sbox
Initial test map.
Map includes;
Buttons
Elevator
Rotating Floors
Ladders
Damage Triggers
Moving Platforms
Merge branch 'master' of sbox
Fix scenesystem skipping objects that are partially translucent
Fixed pointer-events not creating panel request for mouse input if it didn't have children
Add Panel.MouseScreenPos
Add Panel.MouseDelta
Input handles multiple mouse buttons
ButtonEvent can take a ButtonCode
Added ClientInput.SetButton
InputRouter.CursorDelta
Added Vector2.ScreenSize
Added cursor aim to usercmd
Merge branch 'master' of sbox
Fix run direction animgraph values
Support hotloading assets over the network
Isolating client filesystem, addons can define glob to download files, files saved by crc
Add color tests to border tests
Allow sending data in ServerInfo
Network file refactor
Client mount addons that the server tells them to
Compiled textures for citizen's eyebrows
baked lighting variant of testmap
Allow translucent and alphatest on Complex
Change Citizen eyebrows to Hair shader to allow alphatest + translucency
Don't pass env map data to the extra shader data, since it's calculated elsewhere
Fix translucent shadows on sunlight
Remove unused deferred materials that are spewing verbose errors
Don't queue multiple threaded shader compiles and fix game unable to overwrite old shader file
Skin changes didn't stick
This should precache them properly
Tweaked skin to stop it being shiny in the dark
Compile testmap
Prevent lockup during buildcubemaps
Wall size fix
Write network data after hotload
Prediction check dictionary before blindly trying to restore from
Add collision to this wall
Merge branch 'master' of sbox
Fix ingame shadercompiler reporting (null) after progress has started