4,483 Commits over 1,614 Days - 0.12cph!
Add SkinnedModelRenderer.PlaybackRate to control playback speed of both animgraph and current sequence https://files.facepunch.com/layla/1b1511b1/sbox-dev_l0nWSJgZG3.mp4
Add CurrentSequence.PlaybackRate https://files.facepunch.com/layla/1b1411b1/sbox-dev_clmlfFgD6r.mp4
Fix topology getting fucked when flipping faces
Add flip all faces operation (called flip normals in hammer) https://files.facepunch.com/layla/1b1411b1/sbox-dev_HtJS8ZTxOf.mp4
Fix trigger events getting fired from non triggers and support collider trigger actions on triggers attached to rigidbody https://files.facepunch.com/layla/1b1411b1/sbox-dev_Kvu2LJyZis.mp4
Only show vertex merge distance in fixed range mode
Fix stupid mistake causing odd number segmented bevel to not work
Add temp bevel properties until a bevel tool is made for it
Remove built in Vox resource, some games want to use vox files as is without compiling them, it should be up to games if they want to make these a resource
Restore Vector3.SmoothDamp to previous function
Use fixed smooth time here too
Fix Model.GetVertices not getting vertices from all vertex buffers of a render mesh
Fix unreliable rigidbody transforming with position editor tool
Update trace solver to latest
Fix bug in mesh cast shape causing incorrect capsule vs mesh casting https://files.facepunch.com/layla/1b1211b1/sbox-dev_a7oytZSV2E.mp4
Support closed edge extrude by using edge bevel https://files.facepunch.com/layla/1b0811b1/sbox-dev_7P5yqZDDwU.mp4
Align to grid new faces from bevel operation
Add bevel operation, limited to single segment until UI is made for bevel editing properties https://files.facepunch.com/layla/1b0811b1/sbox-dev_BPEXB8kFgB.mp4
Default texture generator to empty image file for null texture properties instead of showing vtex resource control
Allow texture asset type to be dragged into texture image control
IES should be using RgbaF16 to avoid banding
Add bitmap loader for IES files, treat them as images
Fix incorrect bounds on Gizmo.Draw.Sprite
Enable no cull on face hover material to see selected backfaces https://files.facepunch.com/layla/1b0311b1/sbox-dev_xA8GKNxwIK.png
Support multi open edge extrude using edge extend until edge bevel is added (bevel is needed for closed edge extrude) https://files.facepunch.com/layla/1b0311b1/sbox-dev_v10zWWneqA.mp4
Fix vertex merging from multiple meshes, all other meshes get merged into the first
Only draw vertices in vertex tool
Add editor preference for backface selection, default to true because it's likely to be more desirable
Allow mesh trace to request face cull, none, front, back
Trace front and back of scene meshes when selecting https://files.facepunch.com/layla/1b0311b1/sbox-dev_eewaDMTxLk.mp4
Add shortcut for vertex merge
Add vertex merge operation https://files.facepunch.com/layla/1b0311b1/sbox-dev_9rg7HaFZHm.mp4
Make light cookie in texture in light desc a strong copyable so it doesn't get yanked out from under us. Cache light cookie texture in light scene object for good measure.
Add combine faces operation https://files.facepunch.com/layla/1b3011b1/sbox-dev_ydJIifDVMg.mp4
Reorder edge operations to match hammers
Add Plane.IntersectLine
Only allow vertices to be connected if the line between vertices is inside face https://files.facepunch.com/layla/1b3011b1/sbox-dev_yFepkU8mgI.mp4
Improve AppendComponentsFromMesh
Selection undo serializes objects as json, can't rely on restoring references as they may become invalid
Mesh elements are now serialized, fixes mesh element selection after undoing a destructive action https://files.facepunch.com/layla/1b2911b1/sbox-dev_sdzcPnkrB5.mp4
Allow PolygonMesh to construct mesh element handles from index, this will be needed for serializing mesh element selection for undo
Hide Collider.Static for concave colliders, concave can only ever be static
Add extend edges operation https://files.facepunch.com/layla/1b2911b1/sbox-dev_0zyz9ksM3A.mp4
Remove primitive list from mesh component widget, has no real use and gets in the way
Make sure light probe texture gets set to a fallback if it's invalid
Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4
Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used
Disable compute skinning temporarily while descriptor set crash is being debugged
Compute Shader Skinning (#1786)
Calculate skinning in compute shader instead of vertex shader
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
Disabling D_SKINNING and D_MORPH when D_CS_VERTEX_ANIMATION is enabled would be a mistake because it would break older compiled shaders
Remove this toolvis shit from skinning compute, I don't think it's needed
These newer decompress normal functions can be removed, we're not using them yet