VR: stop NoOpPostprocess layer trying to clear again in stereo mode
Added EditorTool.AllowGameObjectSelection
Expose Widget.WindowFlags
Add WidgetWindow
Add SceneOverlayWidget system
Add WIP example EditorTool
Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code
Check if managed is ready before calling physics callbacks
Fixed aoproxy crash when changing model
Updated CitizenAnimHelper
SpecialMoveState
Sitting
SittingOffsetHeight
SittingPose
Add Scene.Trace.IncludeRenderMeshes
Add Gizmo.IsLeftMouseDown
Update ExampleEditorTool
Another engine2 cleaning pass
Missed a few more
Raincoat LODs
Add the same bounds checks as before to IzHeightFieldShape::CastRay
VR: Fix out-of-editor rendering
Move orbit camera to SceneEditorExtensions
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
Updater for "snaprotationangle" int -> float, so it stops fucking spamming
Rewrite font manager to not use filename, instead uses font family name like normal css
All ttf and otf font files are loaded from /fonts/ folder and mapped to
their font family name, weight, style.
This is likely to be a breaking change if you had weird named fonts.
Stop scene first person camera shaking from continuous quaternion <-> angle conversions
Fix stray margin when expanding/collapsing components
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
Merge branch 'master' into updaters-test
stash