7,101 Commits over 3,531 Days - 0.08cph!
Restore angular velocity too when breaking something with car
Fix NRE when player disconnects while driving
Fix shiny_white.vmat
recompile car.vmdl to see if it stops erroring for some people
Render.DrawScene can set clear color
Hammer: Fix use all threads setting not being used for all vrad3 work
Hammer: Add checkbox to use all available threads for vrad3
Fix RenderEntity color tinting for materials using Complex shader
Add Model bounds getters (Bounds, PhysicsBounds, RenderBounds)
Invalidate PhysicsShape when removed. Throw exception when removing invalid shape on body or body doesn't own the shape
Don't make build map window dockable, more annoying than useful
Fix possibly redundant safety checks in BaseWeapon.Simulate
Hammer: Fix build map window expanding to massive sizes without enforcing a max height
Hammer: Make build map window less shit
Set locales on QDoubleValidator (only for attribute editor to see if it fixes #149)
propagate explosion forces to gibs that were created from an explosion (example: barrel blows up wall, wall gibs are forced back)
Still apply damage forces to invulnerable props
Resizer: Also rebuild mass and wake up children on parent resizes, forces physics proxies to update
Hammer: Completely remove game feature sets
Hammer: Disable test terrain item
Update toolhelp_hammer_commands_english.txt
Hammer: Disable bake AO tool, it's bullshit
Hammer: Remove some restrictions on dota tilegrid
Hammer: Remove obsolete game specific message when preparing to build
Hammer: Fix decal drag and drop not using info_overlay
Hammer: Disable game feature sets, we don't want this
Model.GetAttachment returns nullable transform to stay consistent with ModelEntity.GetAttachment
Fix CModel::GetAttachmentTransform returning junk on invalid attachment instead of identity
Hammer: FBX export defaults to binary fbx
Car restores prevelocity when breaking something on physics impact
Change default fbx writer to binary instead of ascii. Add exportsystem to sbox_game groups.vgc.
Fix light cookie ref counting
Rebuild tool list on hotload
Fix NRE in physicsjoint when attaching to entity that has no physics group
When attaching worldentity to joint, use PhysicsWorld.WorldBody instead
Set light cookies for lamps and lights server side to see if it fucks up for anyone
Add PointLightEntity.LightCookie
Add 2d light cookie texture
Add some client asserts to Texture so they can be loaded on server safely
Allow Texture.Load on server, add them to precache list
Fix NRE in SetLightCookieInternal. Network m_lightCookie as FIELD_HRENDERTEXTURE instead of FIELD_UTLSTRING
Delete head_lod0_vmorf.vtex_c
Remove copy of tracksuit trousers in wrong place
Remove citizen ghost, doesn't work anymore
Set a low znear for viewmodels to avoid clipping
Hammer: Fix grid dots when zoomed out
RubikonI: Ignore contacts with zero TOI in CRnBody::SolveTOI, this fixes physics getting completely stuck but worse case is CCD fails
Spawn props with collision bounds mins offset, FindClosestPoint can be unreliable
Fix incorrect DECLARE_BINDABLE on CAnimGraphEditorApp