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

4 Years Ago
Fix one of the CSceneObject::SetTransform functions stripping off scale
4 Years Ago
Try moving wood flecks texture to core
4 Years Ago
Recompile impact.wood.fibers to see if that fixes it
4 Years Ago
Add simple vertex color shader
4 Years Ago
Add WithPosition and WithForce to DamageInfo Set damage force on physics impacts so ragdolls can use it
4 Years Ago
Flashlight attack sound
4 Years Ago
Update flashlight animgraph Merge branch 'master' of sbox
4 Years Ago
AnimGraph: Start renaming newly added params/motors/tags when added
4 Years Ago
Add ModelBuilder API Setting mesh buffers also sets the ranges to max element count
4 Years Ago
Fix thirdperson_orbit and thirdperson_collision convars
4 Years Ago
Prop resets velocity to last collision pre velocity on death when last damage is a physics impact, this should make gibs look a bit better
4 Years Ago
Add min impact damage speed and impact damage properties to prop_data to give some control over it
4 Years Ago
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
4 Years Ago
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
4 Years Ago
Fix info_overlay selection without messing up align to plane
4 Years Ago
Remove "nobounds" from point_overlay so it can be selected (is there a reason why this was nobounds?)
4 Years Ago
Add SceneObject.SetMaterialOverride
4 Years Ago
Add PhysicsBody.AddHullShape
4 Years Ago
Add SceneObject.CreateModel that takes model reference directly
4 Years Ago
Add experimental Model.GetVertices and Model.GetIndices (meshes need to be compiled with CPU access https://files.facepunch.com/layla/1b0611b1/sbox_K1HhsZO3yM.png)
4 Years Ago
Most likely fixed issue #208
4 Years Ago
now lets try this
4 Years Ago
bullshit commit to help diagnose issue #208
4 Years Ago
Add toolrenderutils to groups
4 Years Ago
add convar to try and find out fix for issue #208 which probably wont work
4 Years Ago
Add Model.MeshCount Rename Model.NumBodyParts to BodyPartCount for consistency
4 Years Ago
ModelDoc: Add CPU access setting to RenderMeshMarkup Render mesh keeps a copy of runtime buffers info if marked as needing cpu access
4 Years Ago
ModelDoc: Allow render mesh markup nodes to be added to render primitives too
4 Years Ago
Rubikon: Update debug shape scene object with unscaled xform, scale was being applied twice
4 Years Ago
Add PhysicsGroup.Mass setter
4 Years Ago
AssetBrowser: Support compile sound with looping enabled/disabled for multiple selected assets
4 Years Ago
Fix crash trying to compile invalid wav file
4 Years Ago
Compute orthographic areas on runtime created box shapes, fixes incorrect drag in water
4 Years Ago
Remove phys_fastaddcloneshape, always do it the fast way, should be both faster and more reliable Rebuild mass when welding and unwelding, should improve buoyancy on welded props
4 Years Ago
Add Model.HasData (json keydata) Only try to explode prop if the model has explosion behavior
4 Years Ago
Chain prop explosions with a delay
4 Years Ago
AddBoxShape sets default interacts layer to solid
4 Years Ago
abs box extent
4 Years Ago
Add PhysicsBody.AddBoxShape
4 Years Ago
Remove unused voxel material
4 Years Ago
Hammer: Map path now also checks any child selected when checking hit testable (fixes "Translate tool doesn't work properly with static cable nodes #256")
4 Years Ago
Fixed RenderPrimitiveSphere rendering dodgy mesh in shadow pass somehow
4 Years Ago
Fix ModelEntity.GetMaterialGroup
4 Years Ago
Set sensible spring joint defaults Add updatable properties to SpringJoint Rubikon: Fix divide by zero in spring solver causing problems when frequency is zero
4 Years Ago
ModelDoc: Fix a few crashes when viewing a view only model
4 Years Ago
Hammer: Add frustum helper variant "frustum_boundless" for when you don't want frustum to contribute to parent bounds, fixes point_camera shooting off into space
4 Years Ago
Add Camera.Ortho and Camera.OrthoSize
4 Years Ago
ModelDoc: strip anything before @ when generating AnimFile node names
4 Years Ago
Add context menu items to compile sounds with looping enabled/disabled until there's an editor for it
4 Years Ago
Sound.SetRandomPitch is executed once at start of playback, Sound.SetPitch is always executed and multiplied with initial random pitch