4,297 Commits over 1,552 Days - 0.12cph!
ModelDoc: Add CPU access setting to RenderMeshMarkup
Render mesh keeps a copy of runtime buffers info if marked as needing cpu access
ModelDoc: Allow render mesh markup nodes to be added to render primitives too
Rubikon: Update debug shape scene object with unscaled xform, scale was being applied twice
Add PhysicsGroup.Mass setter
AssetBrowser: Support compile sound with looping enabled/disabled for multiple selected assets
Fix crash trying to compile invalid wav file
Compute orthographic areas on runtime created box shapes, fixes incorrect drag in water
Remove phys_fastaddcloneshape, always do it the fast way, should be both faster and more reliable
Rebuild mass when welding and unwelding, should improve buoyancy on welded props
Add Model.HasData (json keydata) Only try to explode prop if the model has explosion behavior
Chain prop explosions with a delay
AddBoxShape sets default interacts layer to solid
Add PhysicsBody.AddBoxShape
Remove unused voxel material
Hammer: Map path now also checks any child selected when checking hit testable (fixes "Translate tool doesn't work properly with static cable nodes #256")
Fixed RenderPrimitiveSphere rendering dodgy mesh in shadow pass somehow
Fix ModelEntity.GetMaterialGroup
Set sensible spring joint defaults
Add updatable properties to SpringJoint
Rubikon: Fix divide by zero in spring solver causing problems when frequency is zero
ModelDoc: Fix a few crashes when viewing a view only model
Hammer: Add frustum helper variant "frustum_boundless" for when you don't want frustum to contribute to parent bounds, fixes point_camera shooting off into space
Add Camera.Ortho and Camera.OrthoSize
ModelDoc: strip anything before @ when generating AnimFile node names
Add context menu items to compile sounds with looping enabled/disabled until there's an editor for it
Sound.SetRandomPitch is executed once at start of playback, Sound.SetPitch is always executed and multiplied with initial random pitch
Fix Sound.SetPitch, also add Sound.SetPitchRange
ModelDoc: Fix sequence names not being sorted alphabetically in blend entry widget
Merge branch 'master' of sbox
Don't show buildwatch on assetbrowser (customer machine already couldn't see this but we don't want it either)
Use on disk texture desc when updating texture data
Throw exception when there's not enough data to create/update texture
Add Material.CreateCopy and Material.OverrideTexture
Hammer: Add editortext helper
Allow meshes to be created with different prim types
Fix VertexBufferHandle.SetData
Disable joints motor mode by default
Add common funcs to all joint builders
Add motor funcs for SphericalJointBuilder
Add IsValid and Remove funcs on all joints
Set b_noclip in StandardPlayerAnimator
Use Right for sidewards movements in StandardPlayerAnimator
Don't use doubles in Vector4
Model.Create can optionally create a collision mesh
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
Better exception messages for vertex and index buffer handles
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
Add the operators you'd expect on Vector4
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
Don't try to create textures on server
Hammer: Fix align to grid plane not working properly
Hammer: Fix "Align to Surface" Alt toggle not actually toggling
Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52"
Add Model GetAttachmentName and AttachmentCount