4,126 Commits over 1,491 Days - 0.12cph!
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
Add pivot to sprite renderers
Add Model extension to create bone objects
Rework skinned renderer to use create bone objects extension. Ignore absolute bone objects.
Fix crash in CModelStream::CopyValuesFromStream, assert out of bounds
Save launcher cookies to it's own file
Make sure launcher doesn't save editor cookies, they would stomped on close
Finish bone updates at end of update if transform has changed after updating bones
Revert, this is likely going to break threaded animation
Finish bone update on renderer transform change to ensure bones are up to date in situations where transform changes after animation update
Do not do a recursive destroy on mesh copies when loading fbx blend shapes, this seems to fuck up the original mesh it was copied from https://files.facepunch.com/layla/1b2711b1/sbox-dev_NPHzQrVaHv.png
Fix new project location file dialog not setting initial directory
Include file in delete asset dialog for single asset selection
Physics debug render uses OverlayWithDepth so it's after post process https://files.facepunch.com/layla/1b2411b1/sbox_PvU3Pt0GJf.png
Protect against processing the same physics intersection event multiple times
Apply particle rotation to object alignment mode https://files.facepunch.com/layla/1b2411b1/sbox-dev_Sgw55NzeQF.mp4
Ensure positive zero when doing ValueToString on float controls
Add BillboardAlignment.Object to ParticleSpriteRenderer to align particles to game object rotation https://files.facepunch.com/layla/1b2411b1/sbox-dev_wPXQU0YbTa.mp4
Add transform widget back to prefab object inspector
Don't remove sensor contacts when changing body type, fixes triggers entering without leaving when toggling motion type while inside a trigger
Shadergraph: Get rid of DynamicComboRule( Allow0( D_COMPRESSED_NORMALS_AND_TANGENTS ) )
Rework component serialize bail logic
Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor
Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup
Move joint attachment mode and local frames to base joint, all joints should have these
Factor in surface velocity when solving linear friction constraint
Add PhysicsShape.SurfaceVelocity
Add Collider.SurfaceVelocity - Sets the local velocity of the surface so things can slide along it, like a conveyor belt https://files.facepunch.com/layla/1b1911b1/sbox-dev_0LL7vekKM3.mp4
Fix null exception in PlayerStats.TryGet
WorldTextSceneObject needs to be OverlayWithDepth to have depth with draw solids
Fix winding in Gizmo.Draw.SolidBox
Fix dragging installed cloud assets, don't just bail if it can't find primary asset, fallback to url
Support drags from resource control into scene viewport https://files.facepunch.com/layla/1b1711b1/sbox-dev_A0eI3zWHiZ.mp4
Create and cache line shader outside of SceneLineObject constructor, these scene objects are created on a thread and material load has to be on main thread
Fix command line args preference not being set - line edit is auto focused so bind system needs to be flushed to set it before focus
Revert edit button on resource control
Only show resource control buttons on control hover so they're less in your face
Set tooltip for component control picker button
Add open in editor button to resource control, this is a common enough action to have on the control widget
Fix Video background-image going out of sync causing it to stop looping - disable audio on video player and sync clock to video instead of audio (background-image shouldn't have been playing audio)
Add SkinnedModelRenderer.TryGetBoneTransformAnimation to get the worldspace bone transform after animation but before physics and procedural bones
Fix gizmo transform for gameobjects with absolute flag
Add smooth move and rotate to rigidbody instead of having to access physics body for them
▇▍▅▋█▅ █▋▆▅▌▆█▄▄.▌▍▋▇▋▋▅▅▌▉.█▇▄██▅▌.▉▄▉▍▆▆
Static props set model collider to static
Unhide static property on mesh component (should we force mesh components to always be static?)
Disable kinematic rigidbody being a shadow controller
Clamp mixer volume to 0,1
Add readonly Mass property to Rigidbody, some parented props are calculating wrong mass so it helps to know what mass a rigidbody is
Fix offset child model colliders constantly rebuilding, check if their target local has changed instead
Add GameObjectFlags.Absolute, ignores the parent transform. Basically, position: absolute for gameobjects
Fix capsule collider update not using scale
Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!