3,073 Commits over 1,552 Days - 0.08cph!
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
ModelDoc: Rotate viewmodel camera with model rotation
Add splitting and physics to experimental voxel surface
Break glass on touch if the panel is broken, allows players to move through it easier
Don't try to break glass that's already broken
Animgraph: Add support for tags on single frame anim nodes (needs testing)
Support vector2 types properly in fgd and tools
Add thickness property to voxel surface
Move glass to Entity/Experimental
Add voxel surface experimental entity
Delete shards next server tick instead of async
Allow explosions to damage glass
Add summaries to glass properties
Add option for glass to be in a frame or not
Fix glass not spawning at correct location when pivot point is offset
Animgraph: Fix grid snapping when resizing nodes
ModelDoc: Import model helper imports meshes with _hull as physics hull, _col and _phys uses physics mesh
Fix surface.asset causing fgd parsing errors
Move car vmdl to rust addon for now so tools stop trying to recompile it
Filter out all kinds of damage except bullet and physics impact for now
Only generate shard model on client when there's a valid parent panel with a material set
Don't try to shatter if the shatter point is outside of the shard
Allow shatter on physics impact although the effect isn't as good as it can be yet
Glass thickness property instead of half thickness
Don';t delete shard if we didn't manage to shatter it
Only try to reset glass panel if it's broken
Add half thickness property to shatter glass, clamp to sane values
Add glass material property to shatter glass
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
Don't let the engine mess with player movement when standing on a pusher
Hammer: Don't rotate children of groups locally
Animgraph: Fix aim matrix node not lerping to the fullest extent of the pitch https://files.facepunch.com/layla/1b0611b1/s%26box%202021-11-06%2023-22-13.mp4
Fuck it, add back InitFromCompiledVMDL, shouldn't require support from us
Update Attribute.CAimMatrixAnimNode.m_sequenceName:help to specify that look straight down comes last
ModelDoc: Remove support for InitFromCompiledVMDL (s1 mdl in disguise)
Don't try to process s1 mdl in model compiler
ModelDoc: Remove Import Source MDL
Animgraph: Add "Can Look Straight Down" option to Aim Matrix node, turning the matrix from 3x4 to 3x5
Don't transform wishvelocity with pitch
voice_loopback, voice_enable native convars for now
Fix some wireframe flickering in sfm
Disable lag comp on base weapon
Add Mesh.VertexCount and Mesh.IndexCount
Add Mesh.HasVertexBuffer, Mesh.HasIndexBuffer
Add Mesh.SetVertexBufferSize, essentially reallocating a new vertex buffer
Add Mesh.SetIndexBufferSize
Add List overload for CreateVertexBuffer, CreateIndexBuffer, SetVertexBufferData, SetIndexBufferData