4,336 Commits over 1,552 Days - 0.12cph!
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
Add PhysicsBody.Scale, PhysicsBody.Transform includes Scale
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Add OnBreak handler for all the other joints
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Add Entity.RemoveAllDecals
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
Allow procedural models to be built without meshes (server may just want the collision)
Add ModelBuilder.AddBones
Support uint8 blend weights
Fix runtime mesh skinning
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only
Destroy client side children on non client only entities
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Oops, actually make it calculate the bounds
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Trace.Ignore can optionally ignore hierarchy or not
Add ModelEntity.EnableTraceAndQueries
Add PhysicsBody.RemoveContacts. Add PreAngularVelocity to CollisionEventData