4,016 Commits over 1,461 Days - 0.11cph!
Prop.CreateGibs returns the list of gibs
Drop object create and grid snap in one place instead of everywhere
Add ParticleSystem.Bounds to get static bounds of the resource
Add ParticleSystem.LoadAsync
Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
sceneanimatableobject uses animation helper for models without animgraph too, fixes ragdolls without animgraph not working
Don't create model physics in editor on model change, make sure physics is removed on destroy
ModelDropObject creates game object at correct transform before adding any components, also fix grid snap on drop
Add directional light and better cubemap to shadergraph preview
Seal all shader nodes that can be sealed
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode
Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
Delete choreoobjects and scenefilecache
Add SubtractModelSpace to ModelAnimUtils, use it for AnimSubtractModelSpace
Add AnimSubtractModelSpace modeldoc node
Fix modelspace blending in SubtractPoses and AddPoses https://files.facepunch.com/layla/1b1111b1/sbox-dev_zpJENXQ2mT.mp4
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
Add rib select to edge selection
Start splitting up half edge code to make it easier to maintain
Make C# hotspot editor a editor app, delete native version
Also only show push to talk input in push to talk activate mode
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
Ensure 4 surfaces are always set on terrain collision shape
Make sure GetTriangleMaterial doesn't index outside of materials array
Calculate dominant control map indices to use for per triangle surface indices
Set terrain collision surfaces to storage material surfaces
Allow shape surfaces to include null surfaces
Fix possible NRE's in SetVelocityFromRendererBones
Support collision on terrain component https://files.facepunch.com/layla/1b0711b1/sbox-dev_o1zZIhIEEB.jpg
Range check bone gizmos, don't need to render ones far away
Add connect operation to vertex selection https://files.facepunch.com/layla/1b0711b1/sbox-dev_k94KMmxHkm.mp4
Model physics automatically inherits bone transform velocity so switching to ragdoll isn't stuck in the last pose https://files.facepunch.com/layla/1b0511b1/sbox_WLc97vrkvJ.mp4
Remove cloth code from sceneanimatableobject, we were also creating a physics world per animated object for it
Don't run SceneNetworkUpdate when network system instance is null
Remove Preferences.VoipVolume from voice component, handled through the mixer now
Make voip_volume a convar so it gets saved
Use VoipVolume setting as a multiplier for voice component volume
Change Voice.ShouldExclude to Voice.ExcludeFilter to provide the connection filter list at once, this is easier to implement
Add ShouldExclude override to voice component to allow team voice chat etc
Only set console widget instance for main editor window
Fix restitution not combining
Add MapInstance.Bounds to get world bounds of the map
Use a bone body cache in model physics, spending too much time asking native for the pairing every frame
Add vertex bevel operation https://files.facepunch.com/layla/1b0311b1/sbox-dev_qwSFxWpceA.mp4
Fix model physics not setting gameobject tags
Hammer: Option for placing objects using bounds bottom as origin for when you want to disable it
Add SkinnedModelRenderer.UseAnimGraph, this will frequently be used to turn off animations on ragdolls without going through sceneobject
Fix model physics T posing for a frame on enabled and switching animgraph off, allows for smooth ragdoll transitions https://files.facepunch.com/layla/1b3011b1/sbox_K1lOWP0iir.mp4
Edge merge now supports 2 open edges from different meshes, meshes will be merged into one https://files.facepunch.com/layla/1b2811b1/sbox-dev_4CCaZjcxH9.mp4