7,108 Commits over 3,531 Days - 0.08cph!
Some compiled assets it keeps wanting me to commit
Add AnimEntity.RootMotion
Add PhysicsBody.AddMeshShape
Scale damage for headshot
Add ModelEntity.GetHitboxGroup
Set vertex/index buffer data directly after creating buffer if data exists
Add ModelBuilder.WithLodDistance
ModelBuilder.AddMesh can optionally set a lod level
Create new meshes through mesh ctor instead of a lame static mesh create func
Fixed not being able to select inventory slots 7-9 with slot keys
Merge pull request #15 from gvarados1/patch-1
Fixed not being able to select inventory slots 7-9 with slot keys
Add ModelBuilder.WithSurface to set collision surface property
Change ModelBuilder API so it uses a struct
Change PhysicsBuilder to a class
Meshes and physics meshes use signed indices because they're better to work with
Fix flashlight world light being enabled before it's active
Add Mesh.Bounds setter (bbox)
Remove all other shitty ways of creating models. Creating models is now done through Mesh and ModelBuilder
Check best msaa mode when creating textures with msaa
Mesh.CreateVertexBuffer and Mesh.CreateIndexBuffer can optionally set initial data
PhysicsBuilder.AddMesh uses uint indices
Fix possible crash in ModelBuilder.Create
PhysicsBuilder.AddBox and PhysicsBuilder.AddHull now take a center and rotation instead of a transform because scale isn't used
Add some safety checks in CRenderMesh::DestroyBufferResources
New mesh API. Removed VertexBufferHandle and IndexBufferHandle. Creating and updating of buffers is now handled in the Mesh class
AnimGraph: Allow notes to be added to nodes https://files.facepunch.com/layla/1b1611b1/notes.mp4
Fix ModelEntity.CopyMaterialGroup
Disable unused particle function
ModelDoc: Fix viewing compiled models
dmfbxserializer: compute delta state normals for blend shapes in a way that isn't completely fucked
Update vertex color shader
Update vertex color shader
Fix one of the CSceneObject::SetTransform functions stripping off scale
Try moving wood flecks texture to core
Recompile impact.wood.fibers to see if that fixes it
Add simple vertex color shader
Ragdoll force on physics impact damage
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
Flashlight can be used as melee weapon with secondary attack
Update flashlight animgraph
Merge branch 'master' of sbox
AnimGraph: Start renaming newly added params/motors/tags when added
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Change shotgun holdtype as requested
Bump up gravgun pull force a bit