4,331 Commits over 1,552 Days - 0.12cph!
Animgraph: Save all subgraphs after saving the graph
Disable subgraphs on customer machine so users can't use it yet
Fix slashes when saving subgraph
Animgraph: Save and load subgraphs when graph saves (although save needs to be done in a better place)
Animgraph: subgraph node no longer derives from group node, too much fucking about to make that work.
Animgraph: Set subgraph filename on node after creating a new one
Animgraph: Load subgraph from file when subgraph filename changes on subgraph node
Animgraph: Add interface for subgraph nodes
Animgraph: Check the asset system for subgraph
Animgraph: Allow nodes to decide if they want to show a visualizer or not
Animgraph: Don't show visualizer for subgraph nodes that don't have a subgraph asset set
Add functions to animation system for creating/loading/saving subgraphs
OnCreateNewSubGraph asks for save location, creates new subgraph and saves it
Undo early outs in build new contact
Allow the engine to switch us to keyframed if we're attached to a moving parent as this should be fine to do now
Add interacts exclude for static level, world geometry and player clip for triggers - fixes stupid load times for triggers that get set to keyframed but actually aren't
Turns out we actually do want keyframed client side - gotta fix rubikon instead
Disable all collisions and only enable touch on base trigger and precip
Don't default motion type to keyframed on client - we sometimes have client side triggers (func_precipitation) and it's causing rubikon to shit itself on map load
Fix SetupPhysicsFromUnscaledCapsule and SetupPhysicsFromUnscaledAABB still forcing us to keyframed - let us decide that
Fix SetupPhysicsFromModel not setting ideal motion type after setting move type, this made it so static motion type was never possible, always got reset to keyframed (wtf) - fixes slow loading repo
Support for shatter_glass initial damage positions
Add r_force_copy_texture_using_shaders for the rare situations some cards are encoding video with incorrect color format
Fixup our sky entity and implement everything the native env_sky entity has, replace native env_sky with our own C# one. Remove env_sky_atmosphere (if you use this, replace it with env_sky and use a atmosphere material)
Add Hammer.Skybox helper to render skybox in hammer
Implement phys_spring
Remove the bullshit constraints (phys_constraint, phys_ragdollconstraint, phys_genericconstraint, phys_keepupright - if we ever need these we can implement in a better way)
Implement phys_pulleyconstraint
Animgraph: Add GetGroupNodeID to ianimnode so we can add the group id to the current path when going to location - fixes clicking warning/error not taking you to the correct node if it's in a group
Put shatter_glass and voxel_surface into a destruction category
Put func_precipitation into effects category
Use tolower on entity category so we don't create multiple categories for same name
Implement phys_ballsocket
Don't save or load the node manager of subgraph nodes
Bail when trying to create group from selection that contains group input or output - warn when they try
Animgraph: Add context menu item for creating new subgraph (doesn't do anything yet)
Recreate group input/output nodes if you try to delete them, this isn't ideal but grapheditor makes it tricky to protect nodes from getting deleted
Animgraph: Move log manager from context to graph, dunno why it was in context in the first place. Fixes warnings and errors not showing up in groups
Animgraph: fix some plug edges not getting removed on node refresh, fixes crashes when undoing
Clamp light probe debug render attributes to sane values
Remove implemented phys entities from MapClass.Native
Animgraph: Implement creating group from selection https://files.facepunch.com/layla/1b0611b1/sbox-dev_Uwe1oaMTTY.mp4
Hammer: Fix PhysicsTypeOverride_Mesh shit not getting set, fixes shatterglass
Summaries for constraints
Set constraint veclines to empty string so their helper doesn't get set to zero
Implement phys_slideconstraint in C#
Animgraph: Change group input/output network mode when the group does
Animgraph: Fix anim states not getting correct update node for child (same fix for a bunch of other nodes)
phys_lengthconstraint attachpoint is vecline
Start porting constraint entities, starting with phys_lengthconstraint https://files.facepunch.com/layla/1b0411b1/sbox-dev_6Uq92QL28o.png
prop_physics can now spawn models that have multiple bodies with the pose they have in hammer https://files.facepunch.com/layla/1b0411b1/sbox-dev_EjWQLSxBr1.png
Hammer: Delete the world after the unloaded event - fixes crash when reloading from disk while something is selected in outliner
Hammer: support attach to view for hammer meshes
remove vr_ from gameinfo default shader name
Hammer: Allow key bindings for 2D View Shading modes
Don't render debug grid in skybox