4,308 Commits over 1,552 Days - 0.12cph!
Remove IFnPhysicsJoint ugh
Remove CPhysicsBody Connect and Disconnect - unused
Don't access CRnBody directly in ComputeImpactStrength
Remove some direct usage of CRnBody
Remove IFnPhysicsContact - unused and would be nice to get rid of all these pointless wrappers anyway
Don't link rubikon in modeldoc_utils, I don't think it's needed but we shall see
Remove PhysicsRagdollDef_t
Remove ivconsole_intertool_messages
Remove PhysProfilerTool from vconsole_subtools
Remove IPhysicsFrictionSnapshot
Remove IPhysicsFluidController
Remove junk in physics_shared
Remove vphys2_motioncontroller, we don't use this shit
Initialize m_hSteamListenSocketFakeIp to invalid so we don't get annoying assert when joining servers
Possible fix for access violation in BoneFlagsToBitVec
Remove IsRunningRemoteSession nonsense
Null check in ComputeHierarchyBoneFlags
Possible fix for access violation in CServerSideClientBase::Disconnect
Null check in MarkBoneNeedsInterpolation
Allow voice chat to be played 3d or 2d (default to 3d until we have something in the API to set it)
Possible fix for access violation in CreateAnimGraphInstance, although I suspect it's maybe an error in HAnimationGraph networking support
Refresh wave lines for sound file preview on resize and maybe fix NRE while we're at it
Add core.voip_3d for when the user can set the sound asset for voice chat
Pass the client pawn to player voice stream so voice emits from player when a 3d sound asset is used for voice chat
Add voice chat speaker UI element
Add core.voip.sound so voice chat works again
Possible crash fix in CBlendUpdateNode that seems to be popping up when joining boomer gamemode
Remove particle_parse nonsense
Remove physics_fx
Remove te_worlddecal too, isn't doing anything
Remove a bunch of UTIL_ effects functions
Remove te_projecteddecal, no longer does anything and projected decals should be done in C# anyway
Same with te_decal
Remove a bunch of shoot decal functions that were just empty functions
Remove native ambient_generic
Try to preserve velocity of physics smashing through glass https://files.facepunch.com/layla/1b2711b1/sbox_0054.mp4
Fix base physics not applying damage to other entity it hit, causing glass not to shatter from physics impacts
If we collide with a static, make sure we use that as the hit surface so volume is lower
Only call VPhysicsCollision once, in C# we play sounds for both surfaces
Remove VPhysicsCollision for CWorld so it uses base VPhysicsCollision
Don't play hit surface impact sound 20 units down, assuming this was a test that was never removed
Remove surface property editor, we don't use this tool anymore
Remove break sounds from physics game system, nothing calls this on the native side and we should be doing break sounds on the managed side anyway
Remove native info_particle_system - we have this in C#
Fix dodgy physics sim in modeldoc, incorrect substep interval
Allow created sound to be looped
Sound glue stubs
First pass at creating sound resource
Bind the create sound glue function
Add bullshit function to create sound resource from managed to test it
fix dodgy memcpy of sound data
Move create sound to Sound instead of SoundFile for now https://files.facepunch.com/layla/1b2411b1/sbox-dev_EXUbMAAhf6.mp4
Remove CAnimSkeletonConstPtr typedef from physics interface (why was this here)
Remove Get/Set HeightMap from physics world interface, nothing uses it
Remove CreateXConstraints from physics interface
Remove CVPhys2Spring, Remove CreateSpring and DestroySpring from physics interface
Add Audio/Mute for when you don't want sound at all https://files.facepunch.com/layla/1b2311b1/sbox-dev_rMbBnXxmZR.png
Animgraph: Revert parameter choice sorting to see if it fixes crash in steam build
Add managed resource type for animation graphs
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel
Return animgraph of model if we haven't set an animgraph on the entity
Return animgraph of model if we haven't set an animgraph on the entity