7,276 Commits over 3,592 Days - 0.08cph!
Remove debug draw now that we can draw directly to the pdi
Weld with constraints when welding a model with bones (welds the root body for now, ragdolls can't be welded with solid welding)
Freeze/Unfreeze individual joints with grabber tool
Add bone grabbing to grabber tool
Save references to bodies and constraints in physics asset. Add json constructor to Angles.
Fix NRE when reloading skeletal model
Add reference to physics asset override in skeletal mesh entity and reference to physics asset in skeletal model
Try wrapping physics asset in a proxy object so we can get the managed pointer back out from the outer object (gross)
Add bodies enumerator to physics asset. Add GetBoneTransform.
Add Project and Deproject to Draw2D
Add managed handles to internal physics asset, body and constraint classes. Add GetPhysicsAsset to skeletal mesh entity.
Draw wireframe primitives for every body in a physics asset
Fix compile error in steam build
Initial ragdoll editor addon
Expose low level primitive drawing for gamemodes to draw primitives on demand
Fix constraint enable projection setting, check if the constraint data is valid first.
Load constraint collision and projection settings and rigid body linear and angular damping.
Fix compile errors
Fix constraint limits in editor by setting default profile to the profile in default instance. Add PostLoad to assets for any fixups needed after loading.
Fix constraint transform when constraint parent isn't directly above in hierarchy
Load physics assets from json. Fix Vector3 json deserialize.
Started physics asset importer. Add unload and reregister to physics assets so they can be reloaded
Only reload asset on file change if the file still exists (deleting file triggers file changed event)
Allow sound assets to take direct PCM data
Separate wav and ogg sound importers
Cleanup fbx animation loading
Add physics asset override to skeletal mesh entity (sometimes you want a custom ragdoll that doesn't import with the model)
Preserve model import settings when reloading
Load fbx animations properly using anim timespan
Add MaterialPropertyBlock, these are used for when you need to make batched render calls but preserve dynamic material properties.
Only render screens in view
Test custom canvas render item that allows fast rendering of items with material property blocks
Fix linker error in standalone
Render arcade sprites in a single canvas flush. Add TickInterval to entity.
Hook up cabinet provider to crt screen shader
Fix provider material properties. Fix zero alpha pixels using wrong swatch.
Implement graphics provider material
Render draw list to render target
Update render target on graphics provider render
Add Canvas.DrawTileItem and Flush
Bind OnCanvasRenderTargetUpdate and Canvas.
Add arcade shaders. Add CanvasRenderTarget.
Implement arcade texture provider
Arcade games running with stubbed providers
Add Arcade gameapi and block party game
Add duration to animated textures, use sum of all gif frame delays for duration.
Add imgui plugin
Merge branch 'master' of github.com:Facepunch/SandboxGame
Added internal tick to animated texture so they don't have to be updated manually
Experimental pipe system for the map editor
Update Citizen assets
Made mipmap gen super fast.
Merge branch 'master' of github.com:Facepunch/SandboxGame