4,300 Commits over 1,552 Days - 0.12cph!
Only generate shard model on client when there's a valid parent panel with a material set
Don't try to shatter if the shatter point is outside of the shard
Allow shatter on physics impact although the effect isn't as good as it can be yet
Glass thickness property instead of half thickness
Don';t delete shard if we didn't manage to shatter it
Only try to reset glass panel if it's broken
Add half thickness property to shatter glass, clamp to sane values
Add glass material property to shatter glass
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
Don't let the engine mess with player movement when standing on a pusher
Hammer: Don't rotate children of groups locally
Animgraph: Fix aim matrix node not lerping to the fullest extent of the pitch https://files.facepunch.com/layla/1b0611b1/s%26box%202021-11-06%2023-22-13.mp4
Fuck it, add back InitFromCompiledVMDL, shouldn't require support from us
Update Attribute.CAimMatrixAnimNode.m_sequenceName:help to specify that look straight down comes last
ModelDoc: Remove support for InitFromCompiledVMDL (s1 mdl in disguise)
Don't try to process s1 mdl in model compiler
ModelDoc: Remove Import Source MDL
Animgraph: Add "Can Look Straight Down" option to Aim Matrix node, turning the matrix from 3x4 to 3x5
Don't transform wishvelocity with pitch
voice_loopback, voice_enable native convars for now
Fix some wireframe flickering in sfm
Disable lag comp on base weapon
Add Mesh.VertexCount and Mesh.IndexCount
Add Mesh.HasVertexBuffer, Mesh.HasIndexBuffer
Add Mesh.SetVertexBufferSize, essentially reallocating a new vertex buffer
Add Mesh.SetIndexBufferSize
Add List overload for CreateVertexBuffer, CreateIndexBuffer, SetVertexBufferData, SetIndexBufferData
Update m_fl4Bounds when back tracking entity and restoring entity so that tracing hitboxes doesn't fail
Compile shaders hammer is complaining about
Compile tools_encode_environment_map.vfx
Add PhysicsGroup.Bodies and PhysicsWorld.Bodies
Add PhysicsGroup.Joints and PhysicsBody.Shapes
Fix crash when trying to reload surface assets when there's no physics world
Fix locale on CQSliderControl
Fix tools_sprite properly instead of a workaround, fixes rendering them in material editor
Hammer: Add Export Encoding option like dota hammer has (defaults to binary) https://files.facepunch.com/layla/1b3011b1/sbox_IOAvqzZWdo.png
Hook up client voice level to standard player animator
MaterialEditor: Add shader name filter to shader select window https://files.facepunch.com/layla/1b3011b1/rX2gBhg9xh_Trim.mp4
Hammer: Fix RT baked lighting preview
Hammer: Fix image plane drag drop not stripping off prefix, causing assert
Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4
DrawSingleVertexForSprite puts size in texcoord because g_flUniformPointSize is fucked for some reason? Fixes tiny editor sprites in hammer
Add soundscape sound assets so soundscapes work for now
Fix potential crashes using soundscape_debug
Fix error shader when using skinning
Fix debugoverlays and toolmatsysutils shit (dodgy wireframe rendering)
Hammer: Add "Export Selected" to selection context menu
Hammer: Support local space export for dmx