4,230 Commits over 1,552 Days - 0.11cph!
Forgot to calculate radiance SH
Support cubemap array index
Implement env_cubemap as C# entity
Add BakeResource attribute
Move light probe debug grid out of base light probe volume
Remove default env map shit, unused nonsense
Remove envmap constants, unused
Remove envmap depth texture
Remove more useless shit
Change some skybox textures back to cube instead of cubearray, skyboxes actually do need them to be cube type
Remove cubemap array shit, we never actually use this
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Calculate lod level clamps to max lod level of model
Try compiling morph frames with an empty weight list instead of setting bones to bindpose
Use box projection mode for cubemaps
Add sky color to scene sunlight so ambient SH can be computed - this is needed for cubemaps to show up
CEnvMapSceneObject bindings
Allow CEnvMapSceneObject to calculate SH
Change some of our skybox textures to use cube array so they can be used in scene cubemaps
Fix color picker stomping hsv sometimes
Animgraph: Rename "Models" dock to "Bone Merge" to make it obvious its for bone merging models
Fix ConsoleSystem.SetValue not setting native convars
Queue scale changed for cloth, fixes child cloth not updating scale
Add TestHitboxesMultiple so TraceBodyMultiple can also check for hitboxes
Compute contact points for TraceBodyMultiple properly
Trace body using our requested rotation
Implement trace body multiple
Compute contact point for body trace
Add generic shape physics
Add TraceBody and TraceRotatedBody to game physics query interface
Revert sweep normal fix, distance query result needs to be more reliable instead
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
Attempt to fix hit normals sweeping against meshes
Modeldoc morph frame (#548)
Stretch morph frame editor
Remove some obvious unused netvars from baseentity
Fix anim decode cache being used elsewhere even when it's disabled
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
ModelDoc: Set anim file start and end frame to unset when changing takes
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
Calc bone constraints for bone merged anim objects, fixes #540
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
Maybe fix a crash in state machines
Remove zero weights, don't need to save these
Add the random, zero, one buttons
Use property editor for morph node
Rename morphpose node to morphframe, consistent with animframe
Update morph node from property editor
Rename qnodeeditor_morphlist to qnodeeditor_morphframe
Save and load morph weights
Add initial morph pose node to compile animation with manually set morph weights with temp UI https://files.facepunch.com/layla/1b2311b1/sbox-dev_E6nAIZdzWg.png
Fix texture hotload for images loaded without '/'
Acquire physics ref for scene model cloth so tools don't go releasing it out from under us
Add SceneModel.ResetAnimParameters
Check if we can play map by checking if vpk exists, sometimes asset IsCompiled is false if there's a crc mismatch on something it depends on
Set locale for CQVectorEdit
PET: Add warning label to control point preview when asset needs to be saved first
Restore material state after Draw2D.DrawText, fixes Draw2D.DrawText breaks Draw2D.Color
Remove some unused game events