3,083 Commits over 1,552 Days - 0.08cph!
ModelDoc: Add custom map option to lighting mode
Revert 1D blend changes - it's fucked
Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4
ModelDoc: Copy bone merged flexes from parent
Output voip on voice layer, add voip_volume convar
Predict sound hash instead of guid for some sound functions, prediction probably hasn't been working on them
Remove voice ban (?) and team behavior from particle message
Strip obvious unused protobufs, dota demo protobufs and tempents
CheckOverlap should support prim vs mesh and mesh vs prim (just not mesh vs mesh)
Rubikon: Add support for meshes in CheckOverlap
Reapply named values in particle editor when restarting particle system
Fix named values not being applied to children
Hammer: Draw 3D Skybox Render Option https://files.facepunch.com/layla/1b2311b1/sbox-dev_4ldF399N38.mp4
Add PhysicsBody.CheckOverlap to check if another body overlaps at a given transform, ignoring all collision rules
Glass can now use any polygon shape https://files.facepunch.com/layla/1b1111b1/sbox_0025.mp4
Animgraph: Add warning when using model that has no animations
Fix RenderTarget.GetTemporary not hashing properly, should fix UAV flag error
Reload materials on shader resource reload
Fix node graph connections
Fix double alloc on GraphicsLine
Add ShadingModelValveStandard to shader template
Apply tonemapping to RT Baked Lighting
Fix resource precache, fixes networked resources (glass etc)
Animgraph: Basic support for anim event preview (only playsound and stopsound)
ModelDoc: Don't allow base model to be set as itself
Remove vwrlt and vwenvmap asset types, these don't exist
Recompile old maps toolscene_lighting_studio and error to fix compiler missing warnings
Add MorphCollection.Get to get override morph values
Remove some unused player netvars
Fix nav_edit, grab eye pos and angles from pawn aimray
Remove create_flashlight native command
Remove some unused functions from IPrediction
Add SceneObject.Batchable, for situations where dynamic attributes affect rendering
Delete unused shit from lightinglib
Add SceneSunLight.SkyColor for ambient light color outside of light probes
Compute ambient light spherical harmonics when there's no sunlight using scene camera ambient color (this allows cubemaps to show up without sunlight)
Add SceneCubemap, allows cubemaps to be applied in scene worlds
Add a default cubemap texture
Add cubemaps to menu scenes so metallics have a bit of reflection
Better fix for model reloads
Don't destroy model strong handle on reload for now
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Roll back support for SpawnMotionDisabled prop data
Rubikon: capsule vs hull/mesh improvements from Dirk
Add ParticleSystem resource class so they can be referenced in game resources like any other resource
Allow creating SceneParticles from particle system resource
Clear animgraph resource loaded dict like we do with other resources
Add filtering to params https://files.facepunch.com/layla/1b1011b1/sbox_w3t6TA9lNr.mp4
alphabetic sort on params
Add GetParameterType, GetParameterName and GetParameter<T> to AnimationGraph
Add AnimatedEntity.GetAnimParameterRotation
Add editor for animated entity which extends the entity inspector with animgraph parameter inspector https://files.facepunch.com/layla/1b0911b1/sbox-dev_hLHvjjjIWi.mp4
Add a "New Shader.." button in the asset browser
Don't generate resource for any shaders that fail to compile
Add support for TSPEC_USE_TYPED_IMAGEFORMAT back, video encoding needs this unfortunately
Don't skip program when checking if shader is up to date if we failed to load the compiled version (it might not exist)
memset shader header so we dont run into these issues that are caused by uninitialized memory
Trim slashes from shader path before compiling
Include program type in breadcrumb too