4,300 Commits over 1,552 Days - 0.12cph!
Model renderer resets body groups to models default mesh group mask on model change
Fix soundstream creating managed audio stream with args mixed up
Grid snap to drag and drop surface https://files.facepunch.com/layla/1b0111b1/sbox-dev_I8cE3SKM1m.mp4
MusicPlayer.Spectrum returns 512 magnitudes
memset these pointers so we aren't exposing junk memory to managed
Remove game specific functions from looptype
Delete main menu loop mode, unused
Delete testscriptmgr
Delete some unused projects from utils
Delete some obvious unused libs from thirdparty
Move files from engineservices to engine2, these can probably be deleted when loopmodes go away
Delete as much as possible from public/rubikon
Move the rest to public/physicslib
Rename engsoundservice to videorecorder because the movie recording stuff was put here for some reason
Delete gameuiservice and soundservices
Fix ragdoll rendering with wrong rotation, bone transform should be body local to gameobject world
Fix root bones not returning in local space
Add SceneModel.GetBoneLocalTransform, make worldPosition in GetBoneTransform work
Copy renderer bones to model physics bones
Strip root body transform from renderer bones, fixes ragdolls rendering in wrong place
Make sure clearing model in ModelRenderer resets sceneobject to default cube
NRE in DrawSelection
Add functions to ModelRenderer to set body group
Update flex controller weights straight away when setting morphs
Fix shadergraph not showing all available nodes from connection, shadergraph doesn't have relevant nodes
Delete CEntitySystem::CreateEntity
Delete some more from entity2
Remove obvious unused interfaces
public/engine2 cleaning pass
Delete CSteam3Client, (old api?) steam interfaces can be got elsewhere
Move orbit camera to SceneEditorExtensions
Add the same bounds checks as before to IzHeightFieldShape::CastRay
Another engine2 cleaning pass
Check if managed is ready before calling physics callbacks
Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code
Remove entity handle usage from base light probe volume
Delete gameresourceservice and some entity2 files
Fix Terrain.RayIntersects not working when ray starts outside of heightfield bounds
Add faster way to cast ray against heightfield for Terrain.RayIntersects
Debug draw physics world in GameTick. Add physics debug world to scene view camera
Force terrain collider to static in OnValidate
Terrain collider needs to be a Collider, fixes receiving touches
Move terrain system from testbed branch to engine https://files.facepunch.com/layla/1b1411b1/sbox.2023.12.14.20.54.52.mp4
Shape surfaces should now be setup, including mesh per triangle
Add PhysicsShape.Surfaces for mesh or heightfield per triangle materials
Add some exceptions to AddHeightFieldShape when dumb shit is passed in
Add support for materials on heightfield shape
Delete public/networksystem