7,536 Commits over 3,653 Days - 0.09cph!
Allow all tools to use arrow preview
Use the new debug overlay thing
test the new particle when removing a room
SceneModel now uses animation helper internally so it can support all the animation features (constraints, physics bones, etc)
Add SceneModel.SetAnimGraph
Fix bug getting corner half edges or vertices of face
change preview color for removing walls
Add simple preview rendering for wall tool
Fix camera being shit at low fps
Rework audio encoding for video recording so that the sink writer doesn't throttle during low fps (loading screen)
Only remove distinct edges when removing room
Properly remove floors by setting the type to zero and removing any edges that don't have a floor opposite
Remove whole rooms with select tool until there's proper selecting
Better copying of face properties
Don't destroy edge of connecting rooms when removing wall, just set the wall type to zero
Try to remove rooms by removing edges that have an outer face
Add half edge data to support foundations and platforms
Better base tool
Create a physics body for each wall, mapping triangle index is unreliable
Try to remove walls with delete tool
Don't allocate massive buffers upfront, resize as needed
Allow mesh to create an empty vertex buffer for when you want to create vertex data after model has been created
Do the same for index buffer
Destroy old buffers when resizing them (creating a new buffer) probably very bad that we wasn't already doing this
Animgraph: Add context menu action to convert sequence node to single frame node https://files.facepunch.com/layla/1b2311b1/sbox-dev_WLgxmvsYT4.png
Inherit face data when splitting a face
add edge type and face type/height to map save/load
temp tool to raise and lower floors
Add floor mesh so we can replace with a terrain later
Fix incorrect wall meshing when there's multiple hidden walls around our vertex connection
Add hidden wall type, wall still exists but isn't meshed
Fix animgraph autosave stomping the current session
Optimize floor triangulation by just skipping parallel vertices https://files.facepunch.com/layla/1b2111b1/sbox_0176.mp4
Basic floor triangulation
Animgraph: Fix animgraph not autosaving (uses default settings, no UI yet)
Animgraph: Add context menu item to select all child nodes
Animgraph: Fix crash when focusing on deleted state machine item
Obsolete SetAnimGraphPreview, addons will probably fail otherwise because a command in base was using it
some compiled files it keeps generating
Remove animgraph_preview - no longer functional and can be done a better way
Add basic map saving and loading
Room detection https://files.facepunch.com/layla/1b1811b1/sbox_0165.mp4
Draw waveform for sound file preview https://files.facepunch.com/layla/1b1811b1/sbox-dev_qVSPpHFSP6.png
Handle sound file reloads, release ref and add it back after reload finishes
Add (probably temp) sound file preview
Animgraph: Don't preserve fullscreen state on restore
Animgraph: Add toggleable fullscreen layout ( Shift + Alt + Z )
Move wall geometry code out of game
Add grid object
Add EnvironmentLightEntity.DynamicShadows like the rest of the light entities
Initialize CLightComponent cascades to 3 so shadows don't look terrible when spawned dynamically
Add SceneWorld.ClearColor for minimal games that don't want to fuck with a skybox just to set a background color
derive object pos in shader
I think that worked? So remove the subgraph compiler completely
Remove compiler identifier from subgraph assets so the build server hopefully doesn't try to compile them (revert this if it breaks)