3,072 Commits over 1,552 Days - 0.08cph!
Fix jittery transforms getting bone transforms from client only ents
Add getters for anim graph params
add explosive rust barrel prop
Update flashlight animgraph
Add rust flashlight viewmodel
phys_debug_draw FCVAR_CHEAT
Fix citizen ghost not compiling
Dump citizen thumbnails
Transfer render color and alpha to breakables
Fix ModelEntity RenderColor and RenderColorAndAlpha getters
Try and fix modeldoc same way as last time
trigger a rebuild of animationsystem?
Move GetRenderColor32 to the bottom of CBaseModelEntity
Disable voice_loopback so we can use it
Comment out sv_voiceenable
Remove modeldoc dll and hope it doesn't break again
Add RenderColorAndAlpha instead, for when you want to set both
Add ModelEntity.RenderColor getter, setter also sets RenderAlpha
Disable voice polling in engine, we handle voice
voice_hearself false by default
Add physics hulls to rust crates so they can be used as physics props
try and force modeldoc to rebuild?
Add modeldoc_editor back as a last attempt fix
Don't enable EnableTouchPersists for trigger_hurt, isn't needed
Add BaseTrigger that can also show debug overlay with drawtriggers_toggle
Do a full recompile on hats
Don't add ents to hurt list if they can't take damage
Never transmit trigger_hurt to clients, they don't need it
Add basic trigger_hurt entity
Make thirdperson camera less dependant on hard coded values
Fix Particles.Destroy typo
Add option to walk controller to enable jump on input down, not input pressed
Add better collision for citizen chairs
Give some citizen hats a physics hull
Add LightQuery.GetLightForPoint (calculates light at a single point)
Add ModelEntity.BodyGroupMask so that all body groups can be copied to other entities
Keep chainlink_fence_3x3_gate modular origin
Fix alignment on all rust tires
Split chainlink_fence_3x3_gate into two models
Fix rock_ledge_a alignment
Fix alignment on remaining citizen props
Fix models/citizen_props/cardboardbox01.vmdl origin
Set gibs collision layer if they're debris
Remove an annoying assert when spawning a bot
Scale a few things based on player scale
Scale player animation speed with player scale
Bind PhysicsJoint.IsActive to check if a joint has broken