3,072 Commits over 1,552 Days - 0.08cph!
Rubikon: Null check mesh root node in mesh shape cast sphere
Rubikon: Check for null shape proxy when building proxy bounds. Could potentially fix access violation in CRnDynamicTree::GetBounds
Fix access violation in CQMaterialEditor::SaveMaterial
Fix CSoundEventManager::ProcessSoundEvent cocking up when vsnd_files is null or has no elements
Set D_SRGB_IMAGE to 1 when drawing multisampled scene to UI. Fixes color banding.
Particles.Create with entity param adds particle to that entity so they get cleaned up when the entity does
Fix WithScreenMultiSample typo
Add ModelEntity.SetupPhysicsFromSphere
Render.DrawScene can now use any multisampling. Render.DrawScene throws some exceptions when textures are invalid, wrong image formats or multisampling mismatch.
RenderScene uses srgb color space when using no multisampling
Add UI.Scene.RenderOnce scene will only draw once when content size changes
Render scenes to render target
Add PhysicsBody.Scale, PhysicsBody.Transform includes Scale
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Add OnBreak handler for all the other joints
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Add Entity.RemoveAllDecals
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
Allow procedural models to be built without meshes (server may just want the collision)
Add ModelBuilder.AddBones
Support uint8 blend weights
Fix runtime mesh skinning
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only
Destroy client side children on non client only entities
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Oops, actually make it calculate the bounds
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Trace.Ignore can optionally ignore hierarchy or not
Add ModelEntity.EnableTraceAndQueries
Add PhysicsBody.RemoveContacts. Add PreAngularVelocity to CollisionEventData
Remove RecipientsFilter from m_EmbedLocal to see if it resolves (CFlattenedSerializer:Decode Error #416)
Add PhysicsBody.DragEnabled
Add PhysicsWorld.WorldBody, this is the static body used for the level which can be used for fixed joints
Add joint builder funcs for generic joint
Add PhysicsBody.GravityEnabled
Event.PhysicsPostStep to Event.Physics.PostStep
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Support morphs for anim scene objects
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
ModelDoc: also strip anything before @ when generating AnimFile node names through "Add Simple Animations"
Fix CLightComponent::GetColor by returning uint instead of color structure (should look more into why returning Color32 is crashing)