20,764 Commits over 1,522 Days - 0.57cph!
View rect in ViewDesc
Add a bunch of properties to transitions
Delete unused
Zoom viewport and ingame UI in console
Merge branch 'master' of sbox
PhysicsBody.SetMinSolverIterations
Add bindings for joint EnableLinearConstraint and EnableAngularConstraint
Fix assert on submitting depth resolve by passing correct info
Refactor how cascade textures are calculated to make it easier to later expand with extra cascade passes
Fix bug where CViewSetup was being unable to be resized properly
Delete a bunch of HLVR rendering code we don't use
Ingame console thread safety
Added Trace.UseHitboxes()
Moving WalkController to base, cleaning up
Commented out SkeletonInstance assert that triggers on player leave
Update physgun_freeze.vpcf_c
Freeze effect
Merge branch 'master' of sbox
Physgun freeze
Only transfer yaw to grabbed object. Disable angular spring when not rotating to make grabbed object more stable. Decreased rotation speed.
Added IsValid checks for PhysicsBody, PhysicsJoint
Don't pass Mousewheel down to player when grabbing with physgun
Added ModelEntity.RenderAlpha
Gib fade
Merge branch 'master' of sbox
Fix the math for physgun rotating
Trace result returns hitbox index
DamageInfo carries HitBox and HitBody
Prop applies force, gibs
Merge branch 'master' of sbox
Added ModelEntity.OnNewModel( model )
Added Prop entity, gets health from model's prop_data when model changes
Disable all the DebugOverlay.Line's that now work
Interop: Mark Color32 as [small] - which means it shouldn't be passed as a pointer (because it's smaller than a pointer so native isn't expecting it)
Fixed Physgun effect errors
Fixed picking up other player's guns out of their hands
Fixed guns hidden on drop
Cache model data
Double jump to noclip
Fixed more Right/Left mixups
Rebuild All
Physgun light
Don't commit these now we're compiling them in sbox_game
Rebuild skinning when ragdoll network vars changed
Update citizen ragdoll
Merge branch 'master' of sbox
Update groups with dependents of scenesystem changes
Merge branch 'master' of sbox
Refactored particle binds to protect from crashes when garbage collecting particlesystem's after level closed
Model names can end in _c and we'll just fix them in engine
Citizen ragdoll fixes
EnableSelfCollisions by default
ModelEntity can be ragdolls
PhysicsBodyWorldToLocal, LocalToWorld
PhysicsGroup GetBodyIndex( body )
Network serverside ragdoll bones in CSkeletonInstance
Added Entity.Root
When attaching particles to entity and using offset, use offset as a local position rather than an offset
Vector3.Right and .Left were swapped
Update ParticleSystem
Fix attachment positioning to take into account the viewmodel fov difference
These weapons can use proper attachment positions now
BaseViewModel - no nered for eye attachment now
Physgun effects
Player eye angles are networked
Add bool networkable
Added IFrameUpdate (adding to an entity gives it a per frame think)
Recompile testmap, add standard postprocess
Physgun particles
Try adding a body proxy to allow traces to welded structures to return the root body and not the child
Don't try to weld ents that have multiple bodies to avoid dealing with welding ragdolls right now
Remove welding testing code from player
Refactor and add viewmodel depth prepass
Don't override far planes in viewmodels so it outputs consistent depth
Pass View to Pixel Coordinates matrix
Pass D_VIEWMODEL_PASS dynamic combo to viewmodels
Add screenspace_raytrace shader header
Added PhysicsBody.GetVelocityAtPoint( p )
Update ci.yml
Added Breakables utility class
Add Model.IsError
Gun/BoxShooter gibbing debug
Allow physics debug world in release
Fix PeiceName spelling
Bind PhysicsBody.ApplyImpulseAt, Mass
Overide ModelEntity.Rot, set physics object rot if exists
Crate gib fixes
Add ModelEnt.SetModel( model )
modellib in sbox_game
Add Model.Load
Interop: Default value for structs
Crate gibs tweaks
Added Model.GetAttachment( name )
kv3lib to sbox_game
Allow addons to use System.Text.Json
Added Model.GetData<T>( keyname )
Add Vector3 JsonConverter
Added ModelExtension (addon code to make it transparent) Model.GetBreakList()