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3,072 Commits over 1,552 Days - 0.08cph!

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