20,808 Commits over 1,522 Days - 0.57cph!
Convert vtx header to new version when converting mdl, should fix most crashes
Fix possible crash in CQEntityReportDlgUI::OnSelectionChanged
Fix possible crash in CMapEntity::ShouldOverrideChildSelection
Fix possible crash in CMapDotaTileGrid::BakeLayer
Fix possible crash in CMapEntityIONode::TargetNameMatches
Don't add viewmodel layers when rendering to cubemap
Added Input.Vr.TrackedObjects
Remove ClientPutInServerOverride muck
Add Client.IsUsingVr
Input.VR.IsActive is available during ClientJoined
Fix possible crash in CQAnimGraphPropertyEditor::GetIKChainChoiceList
Fix crash when addon deleted sbox-issues/issues/467
Remove ConsoleResult
Restrict SendCommandToClient
Allow ConsoleSystem.Run to send missing commands to the server
Restrict which console commands can be run
Sfm: Also output image with both color and alpha for poster rendering
Moved OnSequenceFinished/OnNewSequence to AnimEntity
Made OnAnimGraphTag/OnAnimGraphCreated protected
Fix crash when playing without VR
Add vr to groups vgc
Enable VR Multiview instancing with tools enabled
Check if multiview is enabled from the VR manager, not from combo
Don't render viewmodels on cubemaps
Revert "Check if multiview is enabled from the VR manager, not from combo"
This reverts commit c49cbeb1bbb22b9877ede24cb4d962c0947901b7.
Enable multview instancing on debug overlays
Don't spam that we are trying to resolve a rect outside of bounds, but rather assert
Animgraph: Support grid snapping for state machine items
ModelDoc: Don't try to init null node when adding new node
Fixed issues with Line struct
Merge branch 'master' of sbox
Fixed codegen errors when XML comments are invalid
Fixed a warning about unused variable
Fix qt deprecation assert when saving new material
Fix a warning about XML comment
Moved OnAnimGraphTag/OnAnimGraphCreated to AnimEntity
Also fixed up some of the documentation comments
Merge branch 'master' of sbox
Added Trace.RunAll() (returns all hits, in order)
Merge branch 'master' of sbox
Fix cubemaps getting fucked on every other level load
Tags use StringTokens instead of StringPool
Should be able to add tags to clientside entities
Added DebugOverlay.TraceResult
Merge branch 'master' of sbox
Add AnimEntity.CurrentSequence
Sealed AnimationSequence + internal constructor
Removed old property. Pass entity into AnimationSequience
Animgraph: Default snap value to 16 as animgraph doesn't save settings yet and snapping is probably wanted by everyone
Animgraph: Support grid snapping, snap value can be changed in options window
Animgraph: Allow property editor to disable notes so they don't show up in the settings dialog
ModelDoc: Fix render mesh preview not taking into account its parent bone
Fix mapbuilder adding incorrect search path after recent change
Obsolete GetSequenceDuration, IsSequenceFinished and Sequence. Add CurrentSequence which contains .Duration, .IsFinished, .Name, .Time and .TimeNormalized
Remove AnimTime and rename AnimCycle to SequenceCycle
Bound AnimTime and AnimCycle
ModelDoc: Apply import scale to physics the same way as render meshes to keep things consistent
Fix contentbuilder copying compiled content to wrong path
Use a different DXT1 compiler - since the default one doesn't seem to be deterministic
Fix resourcecompiler not always resolving mods properly
Fix dev/vgui/materials/white.vtex leak in lightcookies
Wiki cleanup
Build faceposer with the rest of the tools
Fix crash in light cookies when running contentbuilder
@samzanemesis @aylaylay Crash was happening when IsTextureRenderTarget is ran - the error textures aren't available at this point. Might be fixable in a better way than I'm doing here - maybe need to init the render/texture interfaces first somewhere?
Add remaining properties for PrismaticJoint
Add Texture3DBuilder properties
Add PrismaticJointBuilder.WithPositionMotor
Add PrismaticJointBuilder.WithVelocityMotor
Allow joints local anchor and frame to be updated
Apply default material group in CModelDocUtils::GetFinalMeshes, fixes #364
physics mesh file uses original mesh to calculate bounds, not the optimized mesh
Pass gravity normal to shader on liquid update, pass bubbles correctly
Reimplement liquid logic in a generic fashion in managed code
Remove redundant NetVarGroup, unused Padding class
Wiki cleanup