20,764 Commits over 1,522 Days - 0.57cph!
Reload unwelds everything in a weld group
Don't return body self or proxy for traces, instead use SelfOfProxy when needed
Rebuild body mass after removing cloned shapes
Shader rebuild
Merge branch 'master' of sbox
Handle rewelding for welded children
Handle prop welding properly, handles welding of groups and unwelding from group on destroy
Move prop welding logic into Prop.Weld.cs
Merge branch 'master' of sbox
Use Decal Asset
Asset hotloading
bullethole assets
Debug out
Asset loading generic
Added shitty placeholder range editor that took way too long to make
Asset compile fix
Update config\decal.asset
Added type menu to inspector
Automatically add asset types instead of hardcoding assettypes.txt
Include assetbrowser in gmod_game since I get the feeling I'm gonna rip the ass out of it
Asset icons
Scale icon in assetbrowser
Remove surface_properties asset type
Remove unused
Ignore QPixmap::scaleWidth warnings
ADDONS path
Don't ever use sdkenginetools.txt
Programatically add inspector and its file type associations
Inspector loads from config/*.asset
Fixed dev_preview particles
Fixed def errors
Added bind friendly MeshSystem.CreateProjectedDecal
Actually fuck that, I don't want to compile the whole engine again
InteropGen - reduce span so we can see errors
Handles
Update sceneobject.def
Update Handles.cs
Update SceneObjectFlags.cs
SceneObject Get/SetBoolValue
Decal cleanup
Merge branch 'master' of sbox
Adapt sunLightObjNative to definition change
Implement conversion from Angle to forward Vector3 and vice versa
Finish base API for Light
SunLight base for directional light
Light cleanup
Cbasemodelentity def cleanup
Fix light types
Merge branch 'master' of sbox
Add types for AnimSceneObject, SceneParticleObject
Make GetManagedType, GetManagedHandle const
Child handle types return handle class instead of native class
Merge branch 'master' of sbox
Implement RecalculateDerivedValues and boilerplate in C#
Move lighttype enum to engine, document light and iterate it a bit
Merge branch 'master' of sbox
Typo
SceneObjects are handle based
Interop: Added HandleChild
SceneObject OnNativeInit/OnNativeDestroy
Added Assert.AreEqual
Added HandleIndex.ForceNextObject
Light + Skybox constructors force that object as created object
Added ModelEntity.GetBone( PhysicsBody body )
TraceResult has Bone - which is the bone that the hitbox is attached to, or that the physics object is attached to
Better decal system bindings wip
Adding decalgamesystem.cpp to server
Create decalgamesystem.def
Bullet hole decal
Surface describe decal
DoBulletImpact also drops a decal
Bind PhysicsImpactSound
PhysSurfaceProperties.UpdateSounds
C_OP_WorldTraceConstraint.m_bDecayBounce default to true
Added SurfaceExtension in addon code, with DoBulletImpact
Rand.FromArray returns default if array in null
Default impact effect
Gun makes surface impact effects
Support min/max/group in fgd kv
Update to net 5.0.2
Merge branch 'master' of sbox
Move D_VIEWMODEL_PASS combo to specific shaders rather than having it in a shared fxc
Update shaders objects with self shadowing viewmodel
Merge branch 'master' of sbox
Don't even bother with surfaceproperties.vsurf
Don't bother building surfacepropertyeditor now it's useless
Citizen ragdoll use flesh surface
Insector: set as active session when window becomes active
Adding a bunch of default surfaces
Fix compile error in Light.cs
Added TraceResult.Surface
Added CPhysSurfaceProperties.UpdatePhysics
Update Crate
Add sensible defaults to surface.fgd
WalkController uses tr.Surface.Friction
Load all surface assets on game start
Merge branch 'master' of sbox
Nuke lightglue
Fix assertion when creating dynamic point lights
Wip light binds
Merge branch 'master' of sbox
Bind g_pVPhysics2
IPhysSurfaceProperty.AddProperty
Convert CVPhysics2SurfaceProperyManager to use our list instead of the vsurf list
Surface property creation debug code
Make tub crate use custom created surface property
Pitch/Volume random in sound.fgd
Added AssetTypes to inspectorapp
File save wildcard uses type
Compile asset on save
Inspector: file name in titlebar
Save this shit as json
Update baseaccess.txt
When compiling data object, only compile the data section
Fixed sound event volume constructor
Sounds open in inspector
Load sounds
Can put sounds anywhere, not just in sounds/
rust_pistol cleanup
Add inspector tool
Property Frame
Property keys from fdg, save, load
Sound/Surface datadesc
AssetTypes
Key Bindings
Inspector gets data type from extension
Use CResourceCompilerKV3 to compile
Register SoundPicker
Cleanup
Switch datatypes menu
App rename
Add toolutils2 to sbox game
Don't commit
fgd keyvalues can define type of editor for property
Merge branch 'master' of sbox
Add JointCount and GetJoint to PhysicsGroup
Add Body1 and Body2 to PhysicsJoint
Network properties needed to render client side balloon constraint
Add Read/Write to Color and Color32 so they can be networked
Make toolvismode available even if we're not in dev/tool mdoe