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7,110 Commits over 3,531 Days - 0.08cph!

1 Year Ago
Delete native point_worldtext
1 Year Ago
Physics awake list uses aggregate instead of skeleton, cherry picked to make meld easier
1 Year Ago
vpc, include in vphysics2 wrap v32, conflicts with mathlib
1 Year Ago
Fix scene map lights not setting light up vec for directionals, needed for mixed shadows to work properly. Enable mixed shadows on all lights for now Fix map not using provided map loader
1 Year Ago
Map loader & Map collision
1 Year Ago
Map has SceneMap and loads physics, Entities loaded from MapLoader Add SceneMapLoader, only loader we can have right now without an entity system Map uses physics world of loader, don't load physics if it's not provided
1 Year Ago
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
1 Year Ago
Move IEnginePVSManager to public, grab it through render service for now Set scene world pvs from world ref voxel visibility SimpleRenderScene grabs pvs from scene world
1 Year Ago
Get voxel visibility from world reference
1 Year Ago
Add StepSimulation that returns awake list to managed
1 Year Ago
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
1 Year Ago
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
1 Year Ago
Bind DestroyAggregateInstance
1 Year Ago
Move VPhysicsMotionType_t bind from game to engine
1 Year Ago
Create physics group from model
1 Year Ago
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
1 Year Ago
Physics group debug name
1 Year Ago
Bind phys aggregate resource handle Bind CreateAggregateInstance Test creating physics aggregate from world physics, in scene map for now
1 Year Ago
ShaderGraph: Add render option for rendering backfaces (preview only)
1 Year Ago
Remove simple_keys - unsued
1 Year Ago
Another baseplayer cleanup
1 Year Ago
Move channelrenderer into resourcecompiler, makes no sense to have a vpc just for this
1 Year Ago
Calc proc bones before bone merge re-run, fixes jittering on bone merged models with anim constraints
1 Year Ago
Animgraph: Bone merge in blend 2d and anim clip previews
1 Year Ago
Animgraph: Show bone merge models in node preview
1 Year Ago
Animgraph: Don't allow animation clip drag drop when preview mode is active
1 Year Ago
Delete pango lib
1 Year Ago
Misc code delete, mostly pcre lib
1 Year Ago
Animgraph: Change how bone merge models are handled so they get morphs inherited
1 Year Ago
Add MusicPlayer.Spectrum and MusicPlayer.Amplitude for visualization purposes
1 Year Ago
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1 Year Ago
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1 Year Ago
Add RootPanel.RenderManual, this gives more flexibility to where UI is rendered, to texture for example Seal up ScenePanelObject
1 Year Ago
Add Vector2.Abs, to be consistent with Vector3
1 Year Ago
Rubikon: LoadUnaligned3SIMD_UnsafeRequiresMemoryPadding -> LoadUnaligned3SIMD in mesh CastRay
1 Year Ago
Add SoundStream.SampleRate
1 Year Ago
Start off SceneCustomObject with infinite bounds, users expect something to draw if they forget/don't need bounds
1 Year Ago
Add skeleton and attachment groups to model inspector https://files.facepunch.com/layla/1b2011b1/sbox_PHaGNadm2y.mp4
1 Year Ago
Add Model.AnimGraph getter Display animations and parameters in model inspector https://files.facepunch.com/layla/1b1911b1/sbox_pEsjDw73df.mp4
1 Year Ago
Animgraph: Default fov back to 60
1 Year Ago
Animgraph: Save and restore camera settings
1 Year Ago
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1 Year Ago
Animgraph: Enable settings button for scene widget to control lighting rigs etc
1 Year Ago
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
1 Year Ago
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1 Year Ago
Animgraph: Add C# model picker instead of going through an ugly dialog and combo box https://files.facepunch.com/layla/1b1611b1/sbox-dev_YSPuTuq24x.mp4
1 Year Ago
Fix asset publish widget flashing when created
1 Year Ago
SFM: Fix crash creating projected light
1 Year Ago
ShaderGraph: Add power node
1 Year Ago
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