4,331 Commits over 1,552 Days - 0.12cph!
Fix ModelEntity.GetMaterialGroup
Set sensible spring joint defaults
Add updatable properties to SpringJoint
Rubikon: Fix divide by zero in spring solver causing problems when frequency is zero
ModelDoc: Fix a few crashes when viewing a view only model
Hammer: Add frustum helper variant "frustum_boundless" for when you don't want frustum to contribute to parent bounds, fixes point_camera shooting off into space
Add Camera.Ortho and Camera.OrthoSize
ModelDoc: strip anything before @ when generating AnimFile node names
Add context menu items to compile sounds with looping enabled/disabled until there's an editor for it
Sound.SetRandomPitch is executed once at start of playback, Sound.SetPitch is always executed and multiplied with initial random pitch
Fix Sound.SetPitch, also add Sound.SetPitchRange
ModelDoc: Fix sequence names not being sorted alphabetically in blend entry widget
Merge branch 'master' of sbox
Don't show buildwatch on assetbrowser (customer machine already couldn't see this but we don't want it either)
Use on disk texture desc when updating texture data
Throw exception when there's not enough data to create/update texture
Add Material.CreateCopy and Material.OverrideTexture
Hammer: Add editortext helper
Allow meshes to be created with different prim types
Fix VertexBufferHandle.SetData
Disable joints motor mode by default
Add common funcs to all joint builders
Add motor funcs for SphericalJointBuilder
Add IsValid and Remove funcs on all joints
Set b_noclip in StandardPlayerAnimator
Use Right for sidewards movements in StandardPlayerAnimator
Don't use doubles in Vector4
Model.Create can optionally create a collision mesh
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
Better exception messages for vertex and index buffer handles
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
Add the operators you'd expect on Vector4
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
Don't try to create textures on server
Hammer: Fix align to grid plane not working properly
Hammer: Fix "Align to Surface" Alt toggle not actually toggling
Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52"
Add Model GetAttachmentName and AttachmentCount
Label Angles edit box with P,Y,R instead of X,Y,Z
Add environment light entity so it can be changed from managed
Fix "Animgraph flashing upon opening second file, epilepsy triggering #153"
Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor"
Remove redundant element count from buffers SetData
Add FindOrCreateProceduralMesh to IMeshSystem
Move mesh stuff out of game glue and into mesh glue
Whitelist Span
Allow draw desc to draw non indexed if there's no index buffer
Remove old voxel shader
Add Vector3 indexer
Add Entity.RenderDirty to mark rendering dirty
Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers
Bind render meshes
Allow models to be created from meshes or VertexBuffer class
Add client.hotloaded event
Add voxel shader/material (just allows vertex colors to be utilized for now)
.vox loader supports colors
Add SceneObject.SetValue (texture)
Fix animgraph hotload not creating new animgraph instances on entities using it
ModelDoc: Add back support for dragging and dropping other mesh files (dmx, smd, obj, vox)
Register compiler version special dependency for Sbox Data
Recompile all sbox data assets
Fix voice chat that i just broke
Add a function to decode voice data
Add ModelEntity.CopyMaterialGroup
Remove BodyGroupMask in favor of CopyBodyGroups