3,075 Commits over 1,552 Days - 0.08cph!
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
Animgraph: Allow zooming while dragging a connection
Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try
Fix glass texture coords when breaking shards that have moved away from the panel
Allow breakable glass to use assigned UV mapping (requires map entity recompile)
Hammer: Fix width and height labels on worldspace selection box
Hammer: Add support for world space box selection for 2d views https://files.facepunch.com/layla/1b0911b1/sbox_oC6MhRldDQ.png
Preserve child scene object local transform when setting parent transform
Hammer: Add width and height text to selection box
Hammer: Allow solid entities in entity selection box now that these can be spawned with the tool
Hammer: Fix crash when undoing CreateAtPoint with a solid class entity
Fix animgraph override not working when model hasn't set an animgraph
Animgraph: Add Field Of View to camera settings
Animgraph: Default lock bone name to "camera" if it exists
Hammer: Add option to only render tilemeshes that are selected, for when performance is too bad with many tilemeshes in a map
Add missing properties to SphericalJoint
Hammer: Actually don't bail if InitialDragDropMaterial fails, we need this for dragging materials onto meshes
Delete physics joint handle before delayed delete, add extra safety checks when removing physics joint
Hammer: Fix dragging from asset browser
ModelDoc: Allow Add Meshes wizard on folders inside RenderMeshList node
Hammer: Support mesh file drag drop (fbx, obj, smd, dmx)
Hammer: Strip off file:/// for BuildAssetListFromString, fixes asset drag and drop
Hammer: Bail if we couldn't drag and drop material (if it isn't a decal etc)
CSceneAnimatableObject: Don't try to bone merge if there's nothing to merge, populate world space and parent space bone transforms before performing bone merge
Add a flip normal option for C_OP_RenderSprites
Remove unused stuff from CLightCookieManager
Remove all cookies on loop deactivate
Only update light cookie slices on garbage collect if there's still a render device, should fix light cookie crashes on shutdown
hopefully the last time i have to fix shatter glass
Transform quad vertices of shatter glass in C# so it can use correct transform (maps with shatter glass will need recompiles)
Fix incorrect bounds check on m_nNumFixedPlanes in CWorldCollideContextData, causing crash in rain particles
Hammer: Add cell size and step height to tile grid dialog
Hammer: Update tilegrid when changing step height
Hammer: Attempt to make tile grid step height changeable instead of fixed 32
ModelDoc: Allow collision group and interactions to be set directly in modeldoc instead of collision_properties.txt https://files.facepunch.com/layla/1b2311b1/sbox_ly6X3R6I3b.png
Hammer: Change tile grid step height to 32 increments
Hammer: Add 32 and 64 to GetStringForCornerHeight to see if that fixes things
Hammer: Mark tile helpers dirty when editing properties
Hammer: Fix crash when changing tile grid size without setting tile set
Hammer: Update grid nav cell size
Hammer: Save tile grid cell size
Don't add null RnMesh or RnHull to physics body desc
Hammer: Allow changing of dota tile grid cell size instead of hardcoded 256
Add AnimEntity.SetAnimGraph to override animgraph
Add SetupPhysicsFromOrientedCapsule
func_precipitation: Add density property with precipitation_density scale convar
func_precipitation: Add inner near and far distance properties
Initial func_precipitation implementation
Allow particles to be created in the current scene world