22,418 Commits over 1,614 Days - 0.58cph!
Entity.BuildInput does most common first person stuff by default
.addon file doesn't need gamemodes or name section
.addon file doesn't need depends section
Game class doesn't need specific [Library] name, we'll create the leafiest non abstract class
Added Nav Mesh to Construct
Construct now has a nav mesh
Compute orthographic areas on runtime created box shapes, fixes incorrect drag in water
Remove phys_fastaddcloneshape, always do it the fast way, should be both faster and more reliable
Rebuild mass when welding and unwelding, should improve buoyancy on welded props
Add Model.HasData (json keydata) Only try to explode prop if the model has explosion behavior
Chain prop explosions with a delay
AddBoxShape sets default interacts layer to solid
Add PhysicsBody.AddBoxShape
Fixed dev hotspot
Fixed material not looking for rect file
Making SetAnimParam obsolete to avoid confusion between SetAnimFloat and SetAnimInt
Added SetAnimLookAt
Warning Fixes
NavMesh.BuildPath returns points
Report gamemode startup errors
Some alternative citizen skins
Make water triggers ignore world
Adding yoga project
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Added ComIntegration to gitignore
Added look-at chains for both eyes + let landing animation be interruptible by jumping again
Triggers now have OnStart/EndTouch
Fixed Toggle input on trigger entities
Fixed trigger entities firing their OnTrigger output every "wait" seconds, now do so only when first walked into
Autodoc for TraceResult
Added basic trigger_teleport
Added watermelon prop with gibs
Merge branch 'master' of sbox
Fixed damage less than 1 being treated as 0
Fix implementation of Mathx.CeilToInt
Merge branch 'master' of sbox
Construct; Added shop row b prefab and selection groups
Added shop row b prefab
Selection groups
Fixed Hammer Entity outputs not respecting delay
Fixed FuncDoor resetting itself when TimeBeforeReset is -1
Don't bother showing stack traces in the HUD now we can view them in the console easily
When removing convars, use the flags we set
AccessControl cleanup
Take some responsiveness breathers when hotloading
Don't compile base addon when hot compiling (makes it about 6x faster)
Updated Construct vmap
Updated Construct
Separated shops into prefab
Merge branch 'master' of sbox
Fixed GridLayout being one row too big
Should fix [Local] not networking
Clean-up Library class auto enrolment
Added WaterLevel.Clear()
Fixed player leaving water volume by the side being able to fly
Make a bunch of stuff in WalkController virtual
Merge branch 'master' of sbox
Remove unused voxel material
Firing outputs obey the delay
FuncDoor and FuncDoorRotating fire OnFullyOpen
Probably water controller NRE
Boilerplate info_particle_system
Delete ambient_generic
Delete point_soundevent
Added Entity.FindByName
Added snd_event_point
trigger_once, trigger_multiple entities
Fixed hammer Create Walkable Seed creating invalid entity
Add func_water
Fixed nametag NRE
disable some nav markup volumes for games that we aren't
Tweak flesh surface so physics objects made of it aren't incredibly heavy
Fixed clientside anim entities updating at tickrate fps
Use custom Zio build, faster load times
Fix console update issues
updated construct warehouse prefab, split stairs into modular prefab (+ added parts), updated materials
Merge branch 'master' of sbox
Hammer: Map path now also checks any child selected when checking hit testable (fixes "Translate tool doesn't work properly with static cable nodes #256")
Rough crouch re-exported with IK data now so that feet IK can be reapplied globally right away
Whitelist System.Comparison for List.Sort / CompareTo
Merge branch 'master' of github.com:Facepunch/sbox
Polished 9-way run SE/SW + NE/NW updates
Merge branch 'master' of sbox
Updated Construct
Updated vmap for construct
Removed old prefab for warehouse no longer needed
Fix UI with long stack traces