4,331 Commits over 1,552 Days - 0.12cph!
Support partial type names in asset browser filter string
Add FindAllAssetTypesByPartialFriendlyName
AssetBrowser: Support "t:material" in search to filter by type
Cleanup create material from image
Fix assert when closing saved material from image
Make sure current tool list item is active when ui is first created
Merge branch 'master' of sbox
Add CModelMesh::HasFacesInFaceGroup, should be quicker than FindFacesInFaceGroup
ModelDoc: Material group shouldn't show materials that aren't used (ie, aren't on a mesh)
Enable specular by default when creating material from image
If there's no valid suffix on texture name, just throw it into the color slot
Right clicking an image file in asset browser tries to create a material (needs cleaning up but works)
Don't accept drag action if there's no valid files
ModelDoc: Add support for fbx file drag and drop
ModelDoc: New bone "Do Not Discard" true by default
AssetBrowser: Refresh Thumbnails/Dump thumbnail are context aware (only allow it for assets that have thumbnails)
Create models for each modular vehicle part
ModelDoc: Attempt to offset bindpose by any import translation or alignment
Start porting modular vehicle assets
ModelDoc: Add origin alignment to RenderMeshFile (offset mesh to bounds min, max or center)
Add Distance to TraceResult
Car physics test
Fix up remaining broken citizen props
Add dump thumbnail action to asset browser page
Add studiomdllib and meshutils to sbox_game group
ModelDoc: Add *.obj to mesh files extensions list
Make drone spawnable from ent menu
Add server cmd to switch active inventory slot by name so we can switch to toolgun when switching tools
leaf blower
Add max trace distance to base tool
Merge BaseSpawnerTool functionality into BaseTool to avoid multiple base types
Filter out Sandbox.Tools.BaseSpawnerTool from UI
Balloon uses BaseSpawnerTool
Add BaseSpawnerTool to avoid duplicate preview drawing code
Rewrite sandbox tools using new tool system
Add RenderMeshFile bone parent to modeldoc (reskin all verts of a mesh to a bone)
Balloon rope uses new bone attachement stuff
Try porting over drone
Fix ropes attached to world, destroy rope on balloon destroy
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
Allow physics body to get their physics group and entity
Fix thruster not attaching correctly to welded objects
Physgun adds glow to child objects too
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
Disable solid collisions on welded prop so things attached with constraints wont collide with it
Detect when balloon attachment breaks so rope can stop rendering
Scale physgun rotation by delta time
Revert to tracing welded childrens original collision shape so traces work as normal on client
Traces uses entity from shape if it's valid
Oops, shape entity needs to be set to child entity, not the root entity
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object
Reload unwelds everything in a weld group
Don't return body self or proxy for traces, instead use SelfOfProxy when needed
Rebuild body mass after removing cloned shapes
Handle rewelding for welded children