4,297 Commits over 1,552 Days - 0.12cph!
Add ModelBuilder.WithLodDistance
ModelBuilder.AddMesh can optionally set a lod level
Create new meshes through mesh ctor instead of a lame static mesh create func
Add ModelBuilder.WithSurface to set collision surface property
Change ModelBuilder API so it uses a struct
Change PhysicsBuilder to a class
Meshes and physics meshes use signed indices because they're better to work with
Add Mesh.Bounds setter (bbox)
Remove all other shitty ways of creating models. Creating models is now done through Mesh and ModelBuilder
Check best msaa mode when creating textures with msaa
Mesh.CreateVertexBuffer and Mesh.CreateIndexBuffer can optionally set initial data
PhysicsBuilder.AddMesh uses uint indices
Fix possible crash in ModelBuilder.Create
PhysicsBuilder.AddBox and PhysicsBuilder.AddHull now take a center and rotation instead of a transform because scale isn't used
Add some safety checks in CRenderMesh::DestroyBufferResources
New mesh API. Removed VertexBufferHandle and IndexBufferHandle. Creating and updating of buffers is now handled in the Mesh class
AnimGraph: Allow notes to be added to nodes https://files.facepunch.com/layla/1b1611b1/notes.mp4
Fix ModelEntity.CopyMaterialGroup
Disable unused particle function
ModelDoc: Fix viewing compiled models
dmfbxserializer: compute delta state normals for blend shapes in a way that isn't completely fucked
Update vertex color shader
Update vertex color shader
Fix one of the CSceneObject::SetTransform functions stripping off scale
Try moving wood flecks texture to core
Recompile impact.wood.fibers to see if that fixes it
Add simple vertex color shader
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
Update flashlight animgraph
Merge branch 'master' of sbox
AnimGraph: Start renaming newly added params/motors/tags when added
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Fix thirdperson_orbit and thirdperson_collision convars
Prop resets velocity to last collision pre velocity on death when last damage is a physics impact, this should make gibs look a bit better
Add min impact damage speed and impact damage properties to prop_data to give some control over it
"Reveal in Surface Property Editor" now opens surface asset in inspector tool
Check if preview model is valid in CModelPreviewRoot::NewCycleToDeltaTime
Fix info_overlay selection without messing up align to plane
Remove "nobounds" from point_overlay so it can be selected (is there a reason why this was nobounds?)
Add SceneObject.SetMaterialOverride
Add PhysicsBody.AddHullShape
Add SceneObject.CreateModel that takes model reference directly
Add experimental Model.GetVertices and Model.GetIndices (meshes need to be compiled with CPU access https://files.facepunch.com/layla/1b0611b1/sbox_K1HhsZO3yM.png)
Most likely fixed issue #208
bullshit commit to help diagnose issue #208
Add toolrenderutils to groups
add convar to try and find out fix for issue #208 which probably wont work
Add Model.MeshCount
Rename Model.NumBodyParts to BodyPartCount for consistency