7,103 Commits over 3,531 Days - 0.08cph!
Fix incorrect rope anchors, only rope particle points need scaling
Attach ropes to scaled objects properly
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Don't exit car if use key is disabled, allows rotating with physgun while in car
Add OnBreak handler for all the other joints
Don't use pawns eye rot for first person car camera, seems to be jittery
Reset orbit when changing car camera mode
Cleanup some hardcoded values in car camera
Allow mouse look in first person car camera
Zero out roll in base camera build input so cameras can't permanently mess it up
Use joint onbreak handler for ropes
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Add rope tool, mostly to test spring joints and find a nice way to manage and cleanup rope particles in a nice way
Set reference mass for spring ropes used for balloons and lights
Add Entity.RemoveAllDecals
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
Allow procedural models to be built without meshes (server may just want the collision)
Add ModelBuilder.AddBones
Support uint8 blend weights
Fix runtime mesh skinning
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only
Don't manually destroy cars client side models, this is handled now
Destroy client side children on non client only entities
Car camera never includes roll in input view angles
Reset camera rot on car camera deactivate
Basic firstperson car camera (toggle with view key)
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Make car sliding a bit less extreme
Car sliding and downforce attempt
Better car collision model
give car a tiny bit of friction so it doesn't slide forever
Custom car surface with no friction which makes hitting walls and landing much more forgiving
Fix car flying away when props are welded to it
Fix auto complete in console not showing up
Oops, actually make it calculate the bounds
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Allow VertexBuffer.AddCube to set a color
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Fix local eye pos in car controller
Scale air control calculations
Remove left over debug overlay