4,347 Commits over 1,552 Days - 0.12cph!
Try padding PerViewRuntimeFastPathLightingConstantBuffer_t so everything lines up
Use int4 in PerViewLightingConstantBufferVr_t to get around weird alignment issue
Fix crash trying to set joint break handler on null joint
Sort env map data by cubemap array index
Fix NRE in PhysicsBody.RemoveShape
Add TraceResult.Triangle to get triangle index hit
Remove trace assert when no ent or world hit, we allow bodies not tied to entities
Add g_vEnvCubeMapArrayIndices PerViewRuntimeFastPathLightingConstantBuffer_t so we can sample the right texture in vr_lighting.fxc
remove hack
Add g_vEnvCubeMapArrayIndices PerViewRuntimeFastPathLightingConstantBuffer_t so we can sample the right texture in vr_lighting.fxc
Hammer: Fix info_cull_triangles can't target meshes/props #1142
Add Enable collision functions to PhysicsShape, not just disable
Update bind pose for animsceneobject when no animgraph is used
Don't allow 0 default max players
Hammer: Open up a couple of build settings for customer machines
Hammer: Don't stomp build settings on new full builds
Fix temp punch viewmodel animgraph
Animgraph: Disable some functionality when live previewing
Always render animgraph scene widget
Initial support/proof of concept of previewing animgraphs used in game
Ensure sound events use vsnd before adding them to avoid having to do it every time the sound is used
ParticleEditor: Ask the user if they want to save when trying to add new child to new empty session
ParticleEditor: Fix crash when trying to add child to new unsaved session
Don't delete asset preview directly
Add glowProperty.SetGlowMaterialOverride
Light ShouldDraw checks nodraw effect in hierarchy, fixes base entities disabling child light rendering
ModelDoc: Extra safety checks for multi-take support
ModelDoc: Change physics shape box and sphere default size to 10 to keep consistent with the mesh primitives
Disable light rendering if entity shouldn't draw
ModelDoc: Add back multiple-take support but instead choose a single take per AnimFile node
ModelDoc: Revert multi-take support, needs to be handled differently
Temp fix for broken cubemaps running without -tools every other map load (requires shader recompiles to fix properly)
Fix broken cubemap rendering in tools
ModelDoc: Disable AnimFile take combo box if there's only a single take
ModelDoc: Support multiple takes in AnimFile https://files.facepunch.com/layla/1b1711b1/MfQuVUMJWf.mp4
Animgraph: Fix crash on pause toggle when there's no valid replay
Support running static events that have args
ModelDoc: Fix physics grab crashing when grabbed entity gets destroyed
Fix rare divide by zero when compiling sounds
ModelDoc: Don't update status bar selection widgets if session preview model is invalid, possible access violation fixes
Another potential access violation fix in CResourceSystem::GetFileName
Asset Browser: Copy multiple asset names with quotes, useful for coders
Potential access violation fix in CResourceSystem::GetFileName
Potential access violation fix in CModel::IsValidSequence
Don't try to access game props from surface props index, these are no longer compatible, fixes rare physics crashes