7,484 Commits over 3,622 Days - 0.09cph!
Delete mesh when all faces are deleted
Remove faces. Detach faces (shift+delete for now)
Improved face inset scaling
Fix mesh scaling when mesh has been rotated
Fixed face scaling and grid snapping on relative scale gizmo axis
Editable meshes can be scaled with scale gizmos
Scale faces with gizmo
Inset face on scale addition
Add BaseEntity.TickEnabled
SanAndreas importer to test importers loading from archives
Add global axis editor setting
Add LineOrientedBoxIntersection. Add AxisBasis to TransformGizmo so translate gizmo can work in any local space.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Block tool uses active material
Editable mesh supports multiple materials. Added ghetto material picker UI.
Offset multiple faces at the same time so only distinct vertices are offset
Fix translate gizmo snapping to 0 when moving cursor outside window
Cleaned up shift copy code
Merge branch 'master' of github.com:Facepunch/SandboxGame
Dragging translate gizmo offsets faces while in face edit mode, shift drag extrudes
Shift dragging selection gizmo will make a copy of the selection
Fix runtime mesh occlusion check when using custom depth stencil
Add moved event to translate gizmo. Calculate selection bounds on change instead of on tick. Position gizmo at the selection bounds center.
Block tool can cancel block with delete key
Added selection modes. Face selection extrudes face on addition modifier down and left click.
Only draw bounds for items for the current selection mode
Face selection. Drawing face selection bounds.
Adjustable grid snap sizes. Block selection with bounding box calculation.
Delete selectables
Block tool uses mouse position for picking ray
Block tool uses world origin plane when picking ray fails to hit something
Take editable mesh rotation into consideration when generating UV basis, this gives desirable results regardless of plane orientation the block is created on.
Fix attachment transform replication issues. Keep attaching pants every tick to make sure they don't fall off.
Only create clothing on client for now (Player model attachments aren't getting replicated properly, means you'll be naked when playing as a listen server tho)
Add FinishedSpawn to BaseEntity. Add assert "Player trying to control an entity that hasn't spawned yet"
Control player after spawning it, not before.
Hacky fixes for weapon throwing and attaching
Added extrusion step to block tool
Fixed block tool not creating blocks with correct orientation when created on non axial planes.
Add option to play sounds without broadcasting it (needed for things like footsteps, client determines when to play sounds but listen servers also want to play without broadcasting it)
Replicate IsGrounded to fix player footsteps. Fix footsteps on listen server.
Give player weapons in OnFinishSpawn instead of initialize
Fix client side player model initialization. Try to keep weapon world model at player models attachment point at all times.
Protect against ensure in DetachFromComponent for static meshes (gives warning instead)
Only weld physics simulated entities. Physgun adds selection outline to every entity in the hierarchy
Weld root entity in parent hierarchy
Sandbox player noclip
Prefix sandbox ui elements for now to fix vue errors
Fixed physgun freeze/unfreeze not working on welded entities. Added welder weapon.
Made sandbox player a weapon controllable. Added scoreboard and weapon selection. Gave physgun.
Moved hl1 specific spawn point entities to hl1 addon. Added simple player to sandbox gamemode.
Comment out useless bullshit in sound generator that stops the game from building
Add WorldEntity.CullDistance
Some C++ project cleanup
Fix ladders and third person camera. Disabled SineSound test (crash on player death, move this to sandbox gamemode)
Render scene to render target with scene capture entity
Add FindCollisionUV to HitResult
Initial render target support. Render.DrawMaterialToRenderTarget. Painting proof of concept.
Loading bsp ambient lighting