4,251 Commits over 1,552 Days - 0.11cph!
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
Completely rip out native networking for CDecalGameSystem, we handle all the networking now
Hook up decal color to projected decal tint
Decals can now be placed with a tint https://files.facepunch.com/layla/1b1811b1/sbox-dev_CiEtU9Pzke.png
Add softbody to transient scene models that have jiggle bones and filter step them so we can have jiggles in menu https://files.facepunch.com/layla/1b1711b1/sbox_0043.mp4
Add PhysicsWorld.Step to step simulation of transient worlds
Remove old unsupported jiggle bone code (s1 era?)
Remove my jiggle_bones_modelspace hack, fuck it
Animgraph: Add note box to splitter so it can be resized
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
Add SceneModel.GetAttachment, identical API as ModelEntity
Add SceneModel.SetAnimParameter for rotations (was there a reason this was missing?)
Add resource reference and file dependency for subgraphs so animgraphs reload when they change
Update server side animation for entities that don't use animgraph too, this fixes barrier on construct car park
Precache animgraph, there's probably a better place to do this but it fixes clients not being able to load animgraph set by server
Alphabetically sort output textures when compiling material
Decal.Clear uses RPC instead of native networking
Handle multiple line input in in-game console
Fix ragdoll render bounds, fixes ragdolls getting culled when clearly still in view
Load texture options from meta instead of txt https://files.facepunch.com/layla/1b1311b1/sbox-dev_pVhUB9McwK.png
Don't allow animgraph override on client unless the entity is client only
Add AnimGraphDirectPlayback Time and Duration
Add shader asset type and empty resource compiler for it
Enable InitSkinnedPositionFromCPSnapshot
Suspension properties
Steering properties
Spin properties
Add shader asset type and empty resource compiler for it
Add back IFnPhysicsJoint
Add IFnPhysicsWheelJoint
Add dirks new wheel joint for when/if we decide we want to use it https://files.facepunch.com/layla/1b0811b1/sbox_0019.mp4
Network sound op position, pitch, volume as separate RPC's to avoid networking a param name string
Support playing sounds from attachments (needs testing)