3,072 Commits over 1,552 Days - 0.08cph!
Fix one of the CSceneObject::SetTransform functions stripping off scale
Try moving wood flecks texture to core
Recompile impact.wood.fibers to see if that fixes it
Add simple vertex color shader
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
Update flashlight animgraph
Merge branch 'master' of sbox
AnimGraph: Start renaming newly added params/motors/tags when added
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Fix thirdperson_orbit and thirdperson_collision convars
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
Add min impact damage speed and impact damage properties to prop_data to give some control over it
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
Fix info_overlay selection without messing up align to plane
Remove "nobounds" from point_overlay so it can be selected (is there a reason why this was nobounds?)
Add SceneObject.SetMaterialOverride
Add PhysicsBody.AddHullShape
Add SceneObject.CreateModel that takes model reference directly
Add experimental Model.GetVertices and Model.GetIndices (meshes need to be compiled with CPU access https://files.facepunch.com/layla/1b0611b1/sbox_K1HhsZO3yM.png)
Most likely fixed issue #208
bullshit commit to help diagnose issue #208
Add toolrenderutils to groups
add convar to try and find out fix for issue #208 which probably wont work
Add Model.MeshCount
Rename Model.NumBodyParts to BodyPartCount for consistency
ModelDoc: Add CPU access setting to RenderMeshMarkup
Render mesh keeps a copy of runtime buffers info if marked as needing cpu access
ModelDoc: Allow render mesh markup nodes to be added to render primitives too
Rubikon: Update debug shape scene object with unscaled xform, scale was being applied twice
Add PhysicsGroup.Mass setter
AssetBrowser: Support compile sound with looping enabled/disabled for multiple selected assets
Fix crash trying to compile invalid wav file
Compute orthographic areas on runtime created box shapes, fixes incorrect drag in water
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
Add Model.HasData (json keydata) Only try to explode prop if the model has explosion behavior
Chain prop explosions with a delay
AddBoxShape sets default interacts layer to solid
Add PhysicsBody.AddBoxShape
Remove unused voxel material
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")
Fixed RenderPrimitiveSphere rendering dodgy mesh in shadow pass somehow
Fix ModelEntity.GetMaterialGroup
Set sensible spring joint defaults
Add updatable properties to SpringJoint
Rubikon: Fix divide by zero in spring solver causing problems when frequency is zero
ModelDoc: Fix a few crashes when viewing a view only model
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
Add Camera.Ortho and Camera.OrthoSize
ModelDoc: strip anything before @ when generating AnimFile node names
Add context menu items to compile sounds with looping enabled/disabled until there's an editor for it
Sound.SetRandomPitch is executed once at start of playback, Sound.SetPitch is always executed and multiplied with initial random pitch