20,764 Commits over 1,522 Days - 0.57cph!
Use ClassInfo.Title for gamemode title in rich presence
Also provide gamename
Move DebugOverlay to Utility/
Don't add yourself to the friends list
DebugInfo on friends list
Remove debug
Fixed NRE when sending replicated vars with NULL values
Network the server's lobby
Merge branch 'master' of sbox
Create models for each modular vehicle part
pump shotgun
Network TimeSincePrimaryAttack,TimeSinceSecondaryAttack
Skin shader compiled objects
Move drone/modular vehicle into entities/, lowercase filenames
Added Camera.Deactivated
DevCamera adds devcamera class to HUD when activated
Hide HUD if devcamera class
Remember devcamera overlay status (per session)
Merge branch 'master' of sbox
ModelDoc: Attempt to offset bindpose by any import translation or alignment
Start porting modular vehicle assets
ModelDoc: Add origin alignment to RenderMeshFile (offset mesh to bounds min, max or center)
Add Distance to TraceResult
Car physics test
Fixed exception on spawn
rust_shotgun
attack anims, brass eject
pistol ejectbrass particles
Allow BaseCarriable a go at the PlayerAnimator (to choose holdtype etc)
Better worldmodel physics for pistol + smg
SMG viewmodel
Merge branch 'master' of sbox
Fixed skin transmission on viewmodel cascade and fixed seamless envmaps on skin transmission/two lobe specular
Merge branch 'master' of sbox
rust_smg source
Fixed all weapons being visible on equip
Weapons use bonemerge on parent
Added bones to pistol for bonemerge
Ignore this warning, it's now wrong
smg worldmodel setup
smg _rough textures
smg worldmodel finish
animgraph_editor to sbox_game
Added Always Evaluate node to state machine animgraph
Add System.Convert.ToInt32 to access
Update BaseCarriable.cs
Update pistol viewmodel anims
NetRead/NetWrite can try to handle unregistered NetworkClass
Create NetList.cs
Add IPlayerCamera, allow weapons to modify the camera
Fix warning
Update pistol animgraph
Add AttributeUsage to Replication vars
Support replicate array types
Hand textures
Bind RenderContext.SetBlendMode
Added mix-blend-mode to styles
Renderer support for mix-blend-mode: lighten + multiply
Fix warnings
Merge branch 'master' of sbox
Testmap with a hole to test sun volumetrics
Use henyey-greenstein scattering term for more accurate volumetrics on dynamic lights
Fix CSM shadow flickering from volumetric fog
Skin shader compiled objects
Delete old deathmatch folder
Disconnect if can't create gamemode
Delete lasereyes gamemode
Update Access
Added BaseWeapon.TraceBullet
Fixed TraceResult.Direction wrong direction
Entity.Owner is now a player - can use OwnerEntity to get it as an entity
When setting Parent, if new parent entity is the world, will behave correctly
Update baseaccess.txt
Don't include shared/decals.cpp
Moving these out of source control since they're part of sbox_game now
Remove some more debug spam
Made previews a bit more modular
Added NetworkClass.NetworkDirty
Network CurrentTool
Put addon name in generated source
Don't print results of command line commands
Player.ToString()
Addon ProjectGen, ignore some dumb warnings
Chat prints in server console
Fixed some warnings in addons
Reduce console spam
Simplifying network write/read
Merge branch 'master' of sbox
Hotload root tracing
Merge remote-tracking branch 'origin/master'
Fix loading screen closing too early when joining a server
Update steam dedicated server files
Dedicated server console input to managed
Don't print a load of shit on startup
Fixed pGameProps crash
Run command lines after bootstrap::init
Delete StandardPlayerAnimator.cs
Dedicated status in title
NavMesh path fix
Merge branch 'master' of sbox
Another failing delegate hotload test case
Fixed possible NRE in FindMatchingLambdaMethod
Split hotloading tests up
Even safer cache check for delegate substitutions
Replace delegates with null if we can't find a valid substitution
Fixed possible incorrect delegate target substitution
Another hotload delegate test
Merge branch 'hotload-fix'
Merge branch 'master' of github.com:Facepunch/sbox
Fixed some serverside convars not getting captured
Remove debug output
Clamp surface hit volume
Lets manually set the frametime in PreWorldUpdate
More debug
Merge branch 'master' of sbox
Use classic cubemap fetch for two lobe specular, they are usually rough
Volumetric fog shader object without ghosting
Physics impact sounds test fix
Surface sound hit debug
Merge branch 'master' of sbox
Fixed shaders/gentxtfiles.cmd
Split hotloading tests up
Even safer cache check for delegate substitutions
Replace delegates with null if we can't find a valid substitution
Another failing delegate hotload test case
Fixed possible NRE in FindMatchingLambdaMethod
More robust solution for cached lambda types in hotload