20,240 Commits over 1,522 Days - 0.55cph!
Added ModelEntity.GetBone( PhysicsBody body )
TraceResult has Bone - which is the bone that the hitbox is attached to, or that the physics object is attached to
Better decal system bindings wip
Adding decalgamesystem.cpp to server
Create decalgamesystem.def
Bullet hole decal
Surface describe decal
DoBulletImpact also drops a decal
Bind PhysicsImpactSound
PhysSurfaceProperties.UpdateSounds
C_OP_WorldTraceConstraint.m_bDecayBounce default to true
Added SurfaceExtension in addon code, with DoBulletImpact
Rand.FromArray returns default if array in null
Default impact effect
Gun makes surface impact effects
Support min/max/group in fgd kv
Update to net 5.0.2
Merge branch 'master' of sbox
Move D_VIEWMODEL_PASS combo to specific shaders rather than having it in a shared fxc
Update shaders objects with self shadowing viewmodel
Merge branch 'master' of sbox
Don't even bother with surfaceproperties.vsurf
Don't bother building surfacepropertyeditor now it's useless
Citizen ragdoll use flesh surface
Insector: set as active session when window becomes active
Adding a bunch of default surfaces
Fix compile error in Light.cs
Added TraceResult.Surface
Added CPhysSurfaceProperties.UpdatePhysics
Update Crate
Add sensible defaults to surface.fgd
WalkController uses tr.Surface.Friction
Load all surface assets on game start
Merge branch 'master' of sbox
Nuke lightglue
Fix assertion when creating dynamic point lights
Wip light binds
Merge branch 'master' of sbox
Bind g_pVPhysics2
IPhysSurfaceProperty.AddProperty
Convert CVPhysics2SurfaceProperyManager to use our list instead of the vsurf list
Surface property creation debug code
Make tub crate use custom created surface property
Pitch/Volume random in sound.fgd
Added AssetTypes to inspectorapp
File save wildcard uses type
Compile asset on save
Inspector: file name in titlebar
Save this shit as json
Update baseaccess.txt
When compiling data object, only compile the data section
Fixed sound event volume constructor
Sounds open in inspector
Load sounds
Can put sounds anywhere, not just in sounds/
rust_pistol cleanup
Add inspector tool
Property Frame
Property keys from fdg, save, load
Sound/Surface datadesc
AssetTypes
Key Bindings
Inspector gets data type from extension
Use CResourceCompilerKV3 to compile
Register SoundPicker
Cleanup
Switch datatypes menu
App rename
Add toolutils2 to sbox game
Don't commit
fgd keyvalues can define type of editor for property
Merge branch 'master' of sbox
Add JointCount and GetJoint to PhysicsGroup
Add Body1 and Body2 to PhysicsJoint
Network properties needed to render client side balloon constraint
Add Read/Write to Color and Color32 so they can be networked
Make toolvismode available even if we're not in dev/tool mdoe
Delete codegen files
Fixed CodeGen adding multiple groups of `usings` to one file
Spawn balloon with random color
CodeGen - don't write syntax trees to disk now we can view them in VS
Merge branch 'master' of sbox
Add Pitch and DistanceMax SoundEvent properties
Add prop data to balloons
Add lerp to lookat camera
Balloon constraint enables collisions
Remove 14 more particle initializers
Fxed particle effects
Add qcontrols to sbox_game
Don't commit these
Merge branch 'master' of sbox
reduce grid line severity in curve editor
Further particle init decimation
Update AO proxies in some objects that were rescaled
Simple outline shader
Disable depth prepass for viewmodels
Pass offset in ao proxy downsample viewport to fix AO being broken in scaled
Merge branch 'master' of sbox
Fix local balloon attach pos
Particle Editor Emitter cleanup
Should fix bot_add
Particle Editor reloadable stylesheet
Started fucking over the particle editor
Merge branch 'master' of sbox
Remover tool delays delete until next frame to give physics chance to wake up
Add PhysicsBody.GravityScale
Spawn ent with just eye yaw
Fix physgun breaking when grabbed ent is deleted
Bump up SetRagdollVelocityFrom linear amount slightly
Add remover tool
Parent thrusters to physics body bone instead of just the entity
Fixed styles now we have transform-offset
Viewmodel shadows 🔫👥
Add HideInFirstPerson sceneobjectflags and filter these out when drawing the viewmodel cascade instead of using a culling frustum
Merge branch 'master' of sbox
Clamp works even if min and max are the wrong way around
Fix transform matrix not being popped if the panel had no children
Added Length.Lerp with no dimension
Added translatex, translatey
Added transform-origin
Added Camera.LastFieldOfView
translatex, translatey
Border color opacity fix
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