4,298 Commits over 1,552 Days - 0.12cph!
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only
Destroy client side children on non client only entities
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Oops, actually make it calculate the bounds
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Trace.Ignore can optionally ignore hierarchy or not
Add ModelEntity.EnableTraceAndQueries
Add PhysicsBody.RemoveContacts. Add PreAngularVelocity to CollisionEventData
Remove RecipientsFilter from m_EmbedLocal to see if it resolves (CFlattenedSerializer:Decode Error #416)
Add PhysicsBody.DragEnabled
Add PhysicsWorld.WorldBody, this is the static body used for the level which can be used for fixed joints
Add joint builder funcs for generic joint
Add PhysicsBody.GravityEnabled
Event.PhysicsPostStep to Event.Physics.PostStep
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Support morphs for anim scene objects
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
ModelDoc: also strip anything before @ when generating AnimFile node names through "Add Simple Animations"
Fix CLightComponent::GetColor by returning uint instead of color structure (should look more into why returning Color32 is crashing)
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
Remove sv_gravity change callback on game shutdown. Fixes #418
Render.DrawScene can set ambient color
Hardcode a slight scene ambient color for now
Same for SkyboxObject and PhysicsBody
internal Light.CreateThisNative, this shouldn't be public
RenderScene stuff name consistency changes
Clear only depth and stencil for scenes, fixes some initial render target errors
Don't clear the buffers when drawing scene
Remove bullshit SceneCapture, replaced with Render.DrawScene and UI.Scene control
Fix unnamed render target textures not working
Don't add runtime creates models or meshes to dictionary.
Remove Mesh.DeleteBuffers not needed as Meshes seem to be refcounted and cleaned up automatically
Add PrismaticJointBuilder.WithLimit
Allow PhysicsBody to be created through constructor
Add AnimEntity.RootMotionAngle (needs testing)
Fix "Create Sound for" not filling out using vsnd ext
Fix NRE in Panel.AddEvent (why has this started happening though?)
Give IPhysicsJoint access to joint frames also
Add a few more useful things to IPhysicsJoint
All Joints have common IPhysicsJoint interface
Add ConicalJointBuilder.WithSwingLimit and ConicalJointBuilder.WithTwistLimit
Add AnimEntity.RootMotion
Add PhysicsBody.AddMeshShape
Add ModelEntity.GetHitboxGroup