20,764 Commits over 1,522 Days - 0.57cph!
Cp,[iled editor tool shit
Added Physics.GetPointContents
Merge branch 'master' of sbox
Disable screen aligned triangles for now and make water wave happen at the center rather than pointing up
MeshSystem.CreateWorldModel returns a Model
WaterSea sets the mesh as its model instead of creating a new scene object
Hammer: Load all addons/config/*.fgd
Balloon rope uses new bone attachement stuff
Try porting over drone
Fix 2 lobe speculars
Add NumEnvMaps to shader part of the constant buffer
Pass number of envmaps to the shader
D_VIEWMODEL_PASS combo was accidentally set on VS rather than PS
Seamless cubemap blending
Add two lobes and cloth support to smooth cubemap transitions
Normalize cubemaps to maintain appropriate specular/diffuse balance
Merge branch 'master' of sbox
Add CMsgQuat
Bone following particle offset network properly
Particles.SetEntityAttachment
PATTACH_BONE, BONEFOLLOW
Compile fix
Fix balloon rope being predicted out
Added Particles.SetEntityBone
SetEntityBone has offset
Merge branch 'master' of sbox
Add viewmodel combos to shaders that would be used in viewmodel
Fix met crashing when loading a material with invalid sshader
Move light management stuff to C++
Fixed forwarded key bind commands triggering twice
Bind DemoEyeQuat
Added Sound.SetVolume, SetPitch, SetPosition
Replace old EmitSound with new Sound object
Sounds via SoundOpGameSystem
sound op system support host suppression
Rename ParticleSystem to Particles
Particle system creation uses hostindex, so can be prediction supressed
Don't use source's SuppressHost stuff
Client can ignore incoming RPCs if they already predicted it
Added Global.IsPlayingDemo
Fixed Assets not loading when playing demos
Don't suppress when playing demos
Added JsonConverter for Material
Fixed assets not loading in demos proper
Debug output
Fix ropes attached to world, destroy rope on balloon destroy
Added Transform.RotationToLocal, RotationToWorld
Fixed ClientInput.StopProcessing not getting reset
Fixed bakeresourcehelper debug output
Fixed coreclr debug output
NRE fix
Bind g_pResourceSystem
Material store its ResourceId
Entity can be sent via RPC
Move Prediction.cs
Assembly Library
AssemblyWrapper hosts OnRPC
Networking can deal with global RPCs
CodeGen can handle global RPCs
RPCs can send Rotation
RPC can read rotation
Decal global RPC for placing decals
return after remove in AssemblyLibrary
GetBoneTransform returns shit serverside now
Decals are networked via our RPC
Uncomplicated CalculateBakePath
Remove unused var reference
Ignore *_bakeresourcecache.vpk
Added missing hammer materials etc
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
Fixed blood decals showing through fog
This shouldn't be here
Fix Trashcan01 ao
Use SBADDONS for our addons instead of ADDONS, to avoid conflicts
Add GAMESRC path (core_src)
Fixed cubemaps not building
Update testmap
Adding surface properties to a bunch of props
Adding dark area to testmap
Remove unused code
Metal impact tweaks
Metal impact decal
SetModelFromKeyValues on BaseModelEntity for now (need to expose CEntityKeyValues)
Allow physics body to get their physics group and entity
Fix thruster not attaching correctly to welded objects
Physgun adds glow to child objects too
Blood impact decal
DoBulletImpact predicted
Removed crosshair glow
Fixed prop gibs not inheriting velocity properly
Added wood.sheet.surface
Crate is made out of wood.sheet.surface
Fixed ragdoll death velocity
Fixed assets not always propertly hotloading
Added PostReload to SoundEvent
Surface.DoBulletImpact does impact sound
Bullet impact sounds
Add volume_atten to soundstack
Entity EmitSound takes position and volume
Stripping a ton of unused anim events
Added ModelEntity.OnAnimEventFootstep
Added Host.Color
Added Footsteps to surface
Added Surface.DoFootstep
Some citizen footstep anim events
Undebug overlay
Added Entity.Transform, PhysBody.Transform
Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld
Vector3 equals uses IsNearlyEqual
Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
Added float.AlmostEqual
Rotation equals uses almostequal
Transform.ToLocal( transform child ) & ToWorld
Added Transform unit tests
Fix unit tests
Merge branch 'master' of sbox
Use Core Post_Process.vfx code instead of the one from HLVR
Fix wack fisheye lens appearing
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
Disable solid collisions on welded prop so things attached with constraints wont collide with it
Detect when balloon attachment breaks so rope can stop rendering
Scale physgun rotation by delta time
Revert to tracing welded childrens original collision shape so traces work as normal on client
Traces uses entity from shape if it's valid
Oops, shape entity needs to be set to child entity, not the root entity
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object