3,080 Commits over 1,552 Days - 0.08cph!
Revert "Fix FindFile returning bullshit paths we didn't search for"
This reverts commit 812a7edca9cbf2804fbb7e09c1ec1ed840ae7c19.
Fix FindFile returning bullshit paths we didn't search for
Make Hitbox constructor internal
Allow Graphics.RenderToTexture to be used outside of render block
Add Ortho settings to SceneCamera
Animgraph: Don't allow tags or other items to be removed when preview mode is active
Animgraph: Disable state machine condition list when preview mode is active
Animgraph: Do the same for state machine tag list
Clean up model state a little bit, don't need to know about the old model state when setting up rendering
ModelDoc: Don't show duplicate context action for selections that include singleton nodes, these nodes can't be duplicated
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Calculate lod level clamps to max lod level of model
Try compiling morph frames with an empty weight list instead of setting bones to bindpose
Fix color picker stomping hsv sometimes
Animgraph: Rename "Models" dock to "Bone Merge" to make it obvious its for bone merging models
Fix ConsoleSystem.SetValue not setting native convars
Queue scale changed for cloth, fixes child cloth not updating scale
Revert sweep normal fix, distance query result needs to be more reliable instead
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
Attempt to fix hit normals sweeping against meshes
Modeldoc morph frame (#548)
Remove some obvious unused netvars from baseentity
Fix anim decode cache being used elsewhere even when it's disabled
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
ModelDoc: Set anim file start and end frame to unset when changing takes
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
Calc bone constraints for bone merged anim objects, fixes #540
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
Maybe fix a crash in state machines
Fix texture hotload for images loaded without '/'
Acquire physics ref for scene model cloth so tools don't go releasing it out from under us
Add SceneModel.ResetAnimParameters
Check if we can play map by checking if vpk exists, sometimes asset IsCompiled is false if there's a crc mismatch on something it depends on
Set locale for CQVectorEdit
PET: Add warning label to control point preview when asset needs to be saved first
Restore material state after Draw2D.DrawText, fixes Draw2D.DrawText breaks Draw2D.Color
Remove some unused game events
Completely rip out native networking for CDecalGameSystem, we handle all the networking now
Hook up decal color to projected decal tint
Decals can now be placed with a tint https://files.facepunch.com/layla/1b1811b1/sbox-dev_CiEtU9Pzke.png
Add softbody to transient scene models that have jiggle bones and filter step them so we can have jiggles in menu https://files.facepunch.com/layla/1b1711b1/sbox_0043.mp4
Add PhysicsWorld.Step to step simulation of transient worlds
Remove old unsupported jiggle bone code (s1 era?)
Remove my jiggle_bones_modelspace hack, fuck it
Animgraph: Add note box to splitter so it can be resized
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
Add SceneModel.GetAttachment, identical API as ModelEntity
Add SceneModel.SetAnimParameter for rotations (was there a reason this was missing?)
Add resource reference and file dependency for subgraphs so animgraphs reload when they change
Update server side animation for entities that don't use animgraph too, this fixes barrier on construct car park
Precache animgraph, there's probably a better place to do this but it fixes clients not being able to load animgraph set by server