7,109 Commits over 3,531 Days - 0.08cph!
Add PhysicsBody.GravityEnabled
Trigger attack anim param when using physgun
Event.PhysicsPostStep to Event.Physics.PostStep
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Support morphs for anim scene objects
Fix avatar looking to work with any screen size
Update to use physics events
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
ModelDoc: also strip anything before @ when generating AnimFile node names through "Add Simple Animations"
Fix CLightComponent::GetColor by returning uint instead of color structure (should look more into why returning Color32 is crashing)
Add skin material groups to dress.kneelength
fix shirt_shortsleeve.orange skin
Add skin material groups to shorts.cargo
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
Remove sv_gravity change callback on game shutdown. Fixes #418
Render.DrawScene can set ambient color
Fix assert when going from menu to game
Hardcode a slight scene ambient color for now
Use UI.Scene for animated terry in main menu
Same for SkyboxObject and PhysicsBody
internal Light.CreateThisNative, this shouldn't be public
RenderScene stuff name consistency changes
RenderScene stuff name consistency changes
Clear only depth and stencil for scenes, fixes some initial render target errors
Don't clear the buffers when drawing scene
Update render scene ui test
Remove bullshit SceneCapture, replaced with Render.DrawScene and UI.Scene control
Fix unnamed render target textures not working
Don't add runtime creates models or meshes to dictionary.
Remove Mesh.DeleteBuffers not needed as Meshes seem to be refcounted and cleaned up automatically
No need to delete buffers
Fix basetool showing up in tool menu
Add PrismaticJointBuilder.WithLimit
Allow PhysicsBody to be created through constructor
Add AnimEntity.RootMotionAngle (needs testing)
Fix "Create Sound for" not filling out using vsnd ext
Create sound asset for balloon pop instead of defining it in code
Fix NRE in Panel.AddEvent (why has this started happening though?)
Give IPhysicsJoint access to joint frames also
Add a few more useful things to IPhysicsJoint
All Joints have common IPhysicsJoint interface