4,380 Commits over 1,583 Days - 0.12cph!
Remove max impulse from jointdesc, it's never used
Don't load map if map instance is not active
Fix sphere trace hitposition without fucking it up for capsules
Fix hitposition when sphere tracing against meshes
Fix out of range exception in voice (visemes should probably be put in its own component)
This should probably just be the radius of the input shape, not both
Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4
Fix izQueryFaceDirections using the max instead of the min distance for face separation
Support joint breaking on prismatic, revolute, rigid, spherical
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
Use gizmos for physics debug draw lines for when I need it
Comment out early out in capsule vs hull deep penetration until I get the proper fix
Animation helper applies root motion to the root in treadmill mode, fixes treadmill movement not working in animgraph
Setup attachments for bind pose animated objects, fixes incorrect attachment transforms on models not using animgraph
Allow editing of multiple rects
Make handle resize less sucky
Allow rects to be loaded from json
Cleanup + Rect gizmo testing
Remove some unused properties from voice
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
Delete rendering world session, not used anymore
Don't support FIELD_VARIANT (not used) to get entity2 usage out of tier2
Don't include entitykeyvalues where it's not needed
Replace entitykeyvalues with keyvalues3 for map game data node
Trim down entitykeyvalues some more
Allow modelphysics to disable collision sounds
ModelPhysics bodies sets their gameobject
CollisionSoundSystem doesn't rely on collider so allow it to run without one
Remove last remaining networking code from animgraph (I think)
Remove last remaining CLIENT_DLL and SERVER_DLL defines
Remove these daft unused damping functions from physics interface
Optional params for SoundStream.Play
Add GetBodyGroup to ModelRenderer
Fix uninitialized variables in model anim, this will make IsWorldSpace assert reliably trigger when it should
Set morph frame source anim to worldspace, fixes assert
Fix transformed terrain incorrect lods by transforming camera pos in shader
Fix CastHeightShape (Allows casting against transformed terrain)
Delete deprecated anim nodes
Delete unused network related functions
Delete IsNetworkAuthority
Delete anim node network mode
Delete PropagateNetworkMode
IsNetworkAuthority always true until I remove this
Start removing networking from animgraph (BindNetworkedVars, BindNetworkVariables, BindNetworkedParameters)
Initialize material.. but properly this time
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Set map physics shapes collider to map collider component so they get collision events
Translate view based on zoom factor