7,535 Commits over 3,653 Days - 0.09cph!
Only create chunk vertex buffer if there's verts
Ignore block type in face mask when generating collision on server
Only rebuild collision mesh on server
Clean up chunk resources in OnDestroy
Initial attempt to network initial chunk data, needs engine changes to compile tho
Make block data local to chunk instead of local to map to make it easier to network
Move chunks into map, add MapDesc
Fix surface.asset causing fgd parsing errors
Move car vmdl to rust addon for now so tools stop trying to recompile it
Filter out all kinds of damage except bullet and physics impact for now
Only generate shard model on client when there's a valid parent panel with a material set
Don't try to shatter if the shatter point is outside of the shard
Allow shatter on physics impact although the effect isn't as good as it can be yet
Glass thickness property instead of half thickness
Don';t delete shard if we didn't manage to shatter it
Only try to reset glass panel if it's broken
Add half thickness property to shatter glass, clamp to sane values
Add glass material property to shatter glass
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
Don't let the engine mess with player movement when standing on a pusher
Hammer: Don't rotate children of groups locally
Animgraph: Fix aim matrix node not lerping to the fullest extent of the pitch https://files.facepunch.com/layla/1b0611b1/s%26box%202021-11-06%2023-22-13.mp4
Fuck it, add back InitFromCompiledVMDL, shouldn't require support from us
Update Attribute.CAimMatrixAnimNode.m_sequenceName:help to specify that look straight down comes last
ModelDoc: Remove support for InitFromCompiledVMDL (s1 mdl in disguise)
Don't try to process s1 mdl in model compiler
ModelDoc: Remove Import Source MDL
Animgraph: Add "Can Look Straight Down" option to Aim Matrix node, turning the matrix from 3x4 to 3x5
Don't transform wishvelocity with pitch
voice_loopback, voice_enable native convars for now
Try a simple unstuck for ball physics to handle moving objects
Creating and updating collision meshes proof of concept
Fix some wireframe flickering in sfm
Add back LagCompensation = true
Disable lag comp on base weapon
Add Map.GetBlockPosInChunk
Add Map.GetBlockChunkIndex
Start using IntVector3 for everything
Add Mesh.VertexCount and Mesh.IndexCount
Allocate chunk vertex buffer as needed so we don't have to allocate a massive one upfront