6,929 Commits over 3,469 Days - 0.08cph!
Add ShouldExclude override to voice component to allow team voice chat etc
Only set console widget instance for main editor window
Fix restitution not combining
Add MapInstance.Bounds to get world bounds of the map
Use a bone body cache in model physics, spending too much time asking native for the pairing every frame
Add vertex bevel operation https://files.facepunch.com/layla/1b0311b1/sbox-dev_qwSFxWpceA.mp4
Fix model physics not setting gameobject tags
Add line of sight to explosions so we don't explode behind walls
Hammer: Option for placing objects using bounds bottom as origin for when you want to disable it
Add SkinnedModelRenderer.UseAnimGraph, this will frequently be used to turn off animations on ragdolls without going through sceneobject
Fix model physics T posing for a frame on enabled and switching animgraph off, allows for smooth ragdoll transitions https://files.facepunch.com/layla/1b3011b1/sbox_K1lOWP0iir.mp4
Throw dropped weapons, place them when close to surface
Edge merge now supports 2 open edges from different meshes, meshes will be merged into one https://files.facepunch.com/layla/1b2811b1/sbox-dev_4CCaZjcxH9.mp4
Add mesh merging (only 2 open edges from the same mesh for now)
Hotspot rect assets can be loaded from kv3 and json
Add Pixmap.FromTexture
Remake rect editor in C# open rect assets with it https://files.facepunch.com/layla/1b2811b1/sbox-dev_v1vsYYyeyh.png
Fix undo system not setting next action for snapshot on redo, causing undo to be incorrect after a redo and new snapshot
Fix edge connect not recomputing texcoords
Recompute origin of new mesh for extracted mesh faces
ctrl+i inverts selection for vertices, edges and faces
Fix edge extrude not updating uvs of connecting face
Update avatar scene to fix outdated scene meshes
Allow selected mesh faces to be extracted and put into a new mesh
Add rotate and treat as one to mesh face texturing
Add justify texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_Nf5FGYFcJH.mp4
Add fit texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_4I6Ptq6CgB.mp4
Fix NRE's when polygon mesh face has no material set
WrapTextureToSelection with shift-alt-rmb https://files.facepunch.com/layla/1b2011b1/sbox-dev_MA50eCo78d.mp4
Don't html encode comments
Add this function back, someone was using it
Rework polygon mesh to have texture coords the same as hammer, coords can be computed by params and params can be computed by coords. This allows texture wrapping to be identical to hammer. https://files.facepunch.com/layla/1b1911b1/sbox-dev_eGxR8MTpVC.mp4
Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads
Add MusicPlayer.TargetMixer
Mesh Editor: Alt+Right actually wraps the uvs now https://files.facepunch.com/layla/1b1711b1/sbox-dev_xWZDd66awF.mp4
Mesh Editor: Alt right click another to apply selected face material to another face
Add map drag drop for easier map setup https://files.facepunch.com/layla/1b1611b1/sbox-dev_AFyG42ycDa.mp4
Allocate initial texture data for textures created with no data provided so they don't use uninitialized data
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
Add MeshComponent.HideInGame, usually for clips or triggers
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
Changing primitive type of mesh now works with multiple selection
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
Clear map when clearing map property
Fix copying from map asset paths
Support maps in ResourceStringControlWidget (local and cloud)
Map instance uses vmap resource type for map name to be able to select map with asset browser
Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug
Fix scene mesh export not remapping face indices
Mark citizen IK bones as hidden so gameobjects aren't created for them