7,083 Commits over 3,531 Days - 0.08cph!
Add List overload for CreateVertexBuffer, CreateIndexBuffer, SetVertexBufferData, SetIndexBufferData
Fast greedy mesh slice updating
Greedy meshing (slow to update until i do fast mesh updating)
Update m_fl4Bounds when back tracking entity and restoring entity so that tracing hitboxes doesn't fail
Compile shaders hammer is complaining about
Compile tools_encode_environment_map.vfx
Add PhysicsGroup.Bodies and PhysicsWorld.Bodies
Add PhysicsGroup.Joints and PhysicsBody.Shapes
Fix crash when trying to reload surface assets when there's no physics world
project velocity onto ground plane to remove gravity when on ground
Nudge out along the hit normal slightly so we don't have to constantly unfuck ourself, also allows spheres to be used for movement
Fix locale on CQSliderControl
Fix tools_sprite properly instead of a workaround, fixes rendering them in material editor
Hammer: Add Export Encoding option like dota hammer has (defaults to binary) https://files.facepunch.com/layla/1b3011b1/sbox_IOAvqzZWdo.png
Hook up client voice level to standard player animator
MaterialEditor: Add shader name filter to shader select window https://files.facepunch.com/layla/1b3011b1/rX2gBhg9xh_Trim.mp4
Hammer: Fix RT baked lighting preview
Hammer: Fix image plane drag drop not stripping off prefix, causing assert
Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4
DrawSingleVertexForSprite puts size in texcoord because g_flUniformPointSize is fucked for some reason? Fixes tiny editor sprites in hammer
Add soundscape sound assets so soundscapes work for now
Fix potential crashes using soundscape_debug
Fix error shader when using skinning
Fix debugoverlays and toolmatsysutils shit (dodgy wireframe rendering)
Hammer: Add "Export Selected" to selection context menu
Hammer: Support local space export for dmx
Calling RemoveAllDecals on world entity should remove all from world
ModelDoc: Implicitly import and convert OLD vmdl (kv3 format generic) when opening them
bunch of texture recompiles
Try padding PerViewRuntimeFastPathLightingConstantBuffer_t so everything lines up
Use int4 in PerViewLightingConstantBufferVr_t to get around weird alignment issue
Fix crash trying to set joint break handler on null joint
physgun can handle players
Update active tool in tool list UI
Sort env map data by cubemap array index
Fix NRE in PhysicsBody.RemoveShape
Generate mesh collision instead of convex shapes, faster
send client the edge and not the steps, avoids having to rebuild each step, server already confirmed the edge is valid
Remove body when we're done with it
Add TraceResult.Triangle to get triangle index hit
Remove trace assert when no ent or world hit, we allow bodies not tied to entities
Create convex collision for each half edge