7,083 Commits over 3,531 Days - 0.08cph!
Fix bone objects not being created, don't need this check here
Just run FinishBoneUpdate here instead of progressing animation
Initial bone merge to the root merge target
Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
Cache ObjectEntry keyvalues so we're not having to call into managed every time
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
Don't finish bone update for scene models with a parent, bone merge does all the work
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4
Fix prop trying to access gameobject of destroyed component when breaking into components
Animgraph: Fix aim matrix pitch not calculating correct weights
Animgraph: Add support for face direction parameters in mover node
Animgraph: Add support for turn to face parameters in turn helper node
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
Unlink component game object at the end of destroy so component IsValid is false after destroying it
Fix skinned renderer not bone merging children if it's bone merged itself
Prop.CreateGibs returns the list of gibs
Drop object create and grid snap in one place instead of everywhere
Add ParticleSystem.Bounds to get static bounds of the resource
Add ParticleSystem.LoadAsync
Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
sceneanimatableobject uses animation helper for models without animgraph too, fixes ragdolls without animgraph not working
Don't create model physics in editor on model change, make sure physics is removed on destroy
ModelDropObject creates game object at correct transform before adding any components, also fix grid snap on drop
Add directional light and better cubemap to shadergraph preview
Seal all shader nodes that can be sealed
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode
Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
Delete choreoobjects and scenefilecache
Add SubtractModelSpace to ModelAnimUtils, use it for AnimSubtractModelSpace
Add AnimSubtractModelSpace modeldoc node
Fix modelspace blending in SubtractPoses and AddPoses https://files.facepunch.com/layla/1b1111b1/sbox-dev_zpJENXQ2mT.mp4
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
Add rib select to edge selection
Start splitting up half edge code to make it easier to maintain
Make C# hotspot editor a editor app, delete native version
Also only show push to talk input in push to talk activate mode
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
Ensure 4 surfaces are always set on terrain collision shape
Make sure GetTriangleMaterial doesn't index outside of materials array
Calculate dominant control map indices to use for per triangle surface indices
Update terrain scene, add bullshit testing surfaces to terrain materials
Set terrain collision surfaces to storage material surfaces
Allow shape surfaces to include null surfaces
Fix possible NRE's in SetVelocityFromRendererBones
Support collision on terrain component https://files.facepunch.com/layla/1b0711b1/sbox-dev_o1zZIhIEEB.jpg
Range check bone gizmos, don't need to render ones far away
Add connect operation to vertex selection https://files.facepunch.com/layla/1b0711b1/sbox-dev_k94KMmxHkm.mp4
Model physics automatically inherits bone transform velocity so switching to ragdoll isn't stuck in the last pose https://files.facepunch.com/layla/1b0511b1/sbox_WLc97vrkvJ.mp4
Remove cloth code from sceneanimatableobject, we were also creating a physics world per animated object for it
Don't run SceneNetworkUpdate when network system instance is null
Remove Preferences.VoipVolume from voice component, handled through the mixer now
Add VoiceVolume to game settings
Add voice mixer, set voice chat to use voice mixer