4,012 Commits over 1,461 Days - 0.11cph!
Hammer: Add checkbox to use all available threads for vrad3
Fix RenderEntity color tinting for materials using Complex shader
Add Model bounds getters (Bounds, PhysicsBounds, RenderBounds)
Invalidate PhysicsShape when removed. Throw exception when removing invalid shape on body or body doesn't own the shape
Don't make build map window dockable, more annoying than useful
Hammer: Fix build map window expanding to massive sizes without enforcing a max height
Hammer: Make build map window less shit
Set locales on QDoubleValidator (only for attribute editor to see if it fixes #149)
Hammer: Completely remove game feature sets
Hammer: Disable test terrain item
Hammer: Disable bake AO tool, it's bullshit
Hammer: Remove some restrictions on dota tilegrid
Hammer: Remove obsolete game specific message when preparing to build
Hammer: Fix decal drag and drop not using info_overlay
Hammer: Disable game feature sets, we don't want this
Model.GetAttachment returns nullable transform to stay consistent with ModelEntity.GetAttachment
Fix CModel::GetAttachmentTransform returning junk on invalid attachment instead of identity
Hammer: FBX export defaults to binary fbx
Change default fbx writer to binary instead of ascii. Add exportsystem to sbox_game groups.vgc.
Fix light cookie ref counting
Fix NRE in physicsjoint when attaching to entity that has no physics group
When attaching worldentity to joint, use PhysicsWorld.WorldBody instead
Add PointLightEntity.LightCookie
Add some client asserts to Texture so they can be loaded on server safely
Allow Texture.Load on server, add them to precache list
Fix NRE in SetLightCookieInternal. Network m_lightCookie as FIELD_HRENDERTEXTURE instead of FIELD_UTLSTRING
Set a low znear for viewmodels to avoid clipping
Hammer: Fix grid dots when zoomed out
RubikonI: Ignore contacts with zero TOI in CRnBody::SolveTOI, this fixes physics getting completely stuck but worse case is CCD fails
Fix incorrect DECLARE_BINDABLE on CAnimGraphEditorApp
Allow znear and zfar to be changed on Render.DrawScene and UI.Scene
ModelDoc: Add manipulator under mouse flag when there's a body under cursor, fixes grabbing not working when physics simulation is enabled
ModelDoc: Fix "shoot" tool, just do a simple trace + impulse instead of going through CBaseCombatCharacter
Fix some potential access violations in CSceneAnimatableObject::Update
Throw exception when trying to create sound stream on an invalid sound
Throw exception when trying to write data to an invalid sound stream
Add SoundStream.QueuedSampleCount
Add audio streaming proof of concept
Hammer: Add grid dots setting for 2d view https://files.facepunch.com/layla/1b0111b1/sbox_7JkbhWwAbW.png
AnimGraph: Add viewmodel camera option to preview window
Fix access violation in CModelHelper::InitModel
Rubikon: Null check mesh root node in mesh shape cast sphere
Rubikon: Check for null shape proxy when building proxy bounds. Could potentially fix access violation in CRnDynamicTree::GetBounds
Fix access violation in CQMaterialEditor::SaveMaterial
Fix CSoundEventManager::ProcessSoundEvent cocking up when vsnd_files is null or has no elements
Set D_SRGB_IMAGE to 1 when drawing multisampled scene to UI. Fixes color banding.
Particles.Create with entity param adds particle to that entity so they get cleaned up when the entity does
Fix WithScreenMultiSample typo
Add ModelEntity.SetupPhysicsFromSphere
Render.DrawScene can now use any multisampling. Render.DrawScene throws some exceptions when textures are invalid, wrong image formats or multisampling mismatch.
RenderScene uses srgb color space when using no multisampling
Add UI.Scene.RenderOnce scene will only draw once when content size changes
Render scenes to render target