3,540 Commits over 1,522 Days - 0.10cph!
Fix Project.EditUrl wrong link
Fix asset browser showing compiled alt files of files we have the source to
Play asset sound when clicking on asset
Tweaked editor startup, don't pop up this cloud progress window, compile assets faster
Shorten "Group with new GameObject"
Add Component.ITemporaryEffect, add it to particleeffect, particleemitter, soundpoint
make RenderOptions.Apply public
new Model.Attachments API
Remove Log.Info in AssetBrowser
Add CreateAttachments property to ModelRenderer
Simplify skeleton bone rendering
If setting local transform to default, set it to Transform.Zero
Add Texture.CreateFromSvgSource
PlayerController: Fix hiding other players bodies
PlayerController: Tweak how body rotation works, clamp rotation to always be within RotationAngleLimit vs eye angles
PlayerController: Only apply "viewer" tag to render body if set
Svg's have mips, can keep aspect ratio
Fix warning
Fix exception in Asset.ReadJson()
Fix NRE in GetBoneObject() when using the wrong name
Add more optional functions to IPressable, for hovering and update
Slow down default player turn speed
PlayerController camera can be moved left/right
PlayerController has "use"ing built in
HelpUrl for PlayerController
HelpUrl adds (?) button to component header, fixed component header rebuilding multiple times
When creating a component, if the typename has a conflict, then prioritize the type that exists in addon code
PlayerController component
Player Controller prefab
Fix FloatControl shitting itself when it's nullable
Fix exception when deleting a component
Make ClothingContainer more useful
Add Vector3.SmoothDamped, Vector3.SpringDamped
Add HeaderAttribute, SpaceAttribute , HelpUrlAttribute
Keep General feature first always
Add ParticleModelEmitter
Add ParticleTextRenderer
Add SceneVolume system
Seal up some classes
Add DspVolume
Fade out items you don't own in avatar scene
Add SteamItemDefinitionId to Clothing
Manually Paint the Button widget, make it tintable
Add Jump To Code option to properties https://files.facepunch.com/f5a729e8-da9c-4e20-bf95-eea8a5fc4e84.png
Add [Feature] [FeatureEnabled] attributes
* Fix SegmentedControl not sizing for icon inclusion
* ParticleEffect uses new editor https://files.facepunch.com/9f138671-392a-4d4c-b325-cc18853447a0.png
* Component tints https://files.facepunch.com/1ba817d3-528d-4444-a05a-a02e872f3fc7.png
Add icons to component header context menu
Move component enabled checkbox back to left
Fix NRE in CreateLobbyAsync @solwllms
Add GameObject.DebugOverlay, Component.DebugOverlay
Sprite shader has a pivot position
Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed
Scroll the transform with all the other components
Change inspector theme
Scene.Title, Scene.Description are obsolete
Fix JsonObject.GetPropertyValue not always returning defaultvalue
Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs
Add SceneFile.GetMetadata( name )
Add PrefabFile.GetMetadata( name )
Correctly scope to current scene when pressing [Button]
Fix gizmos being unavailable during editor tick
Fix index out of range in HashSetEx.EnumerateLocked
RigidBody.CollisionUpdateEventsEnabled is disabled by default
Apply EnableTouchPersists on collider shape create
Tweak MassOverride to not call MakeDirty
Dynamic and managed scene objects draw bounds properly
Fixed TextBlock adding margins when it didn't need to
TextRenderer GameObject gets bounds (so draws in the correct order)
Fixed blendmode multiply not alpha blending
Remove nulls in updateComponents (prevents NREs when hotloading)
Add "Position Absolute" to gameobject flag selector
TextRenderer uses TextScope (outlines, shadows, letter spacing, italic)
Add vector3.InverseLerp
Add Collider.FindClosestPoint( p )
Sometimes ManifoldPoint->Impulse is nan, I don't know if that's expected
Add Rigidbody.Touching - which returns a list of triggers that it's currently touching
Prevent leaving triggers early when you have multiple colliders - I don't enjoy the amount of complexity this adds
Add impulse to PhysicsContact
EnableTouchPersists default to true on Rigidbody
New package type
We no longer use the PackageType enum - because it's too rigid. Package types are all lowercase string comparisons now.
Adding and removing from HashSetEx is thread safe
Move Physics step to AFTER FixedUpdate instead of before.
Add Collider.GetVelocityAtPoint
Change how RigidBodies update their positions from the Physicsbody
Update keyframes more explicitly
InterpolationSystem uses HashSetEx
Clean up how transforms are updated from bodies
Revert rigidbody positions updates to be non threaded, I don't feel comfortable
Add IScenePhysicsEvents
Add Summary to FixedUpdate
Expose Friction on Collider (we can add them all but this is all I need right now)
Remove unused SpeculativeContact stuff
Add g_tint to gizmo line shader
Only rebuild colliders when they need it
Clear out null components on hotload
Add RigidBody version of Sweep to Scene.Trace
Fix LaunchArguments.Map not working
Don't submit package exceptions in the editor
Fixed dedicated server console
No api for dedicated server
Create Run-DedicatedServer.bat
Fixed couldn't connect to ip based servers
Fixed couldn't read messages from dedicated server, because we didn't think they were the host
dedicated server doesn't try to play sounds
Add GameObject.GetLocalBounds()
Add GameObject.WorldTransform, WorldPosition, WorldRotation, WorldScale
Add Component.WorldTransform, WorldScale, WorldPosition, WorldRotation
Mark Transform.LocalPosition, LocalScale, LocalRotation, Scale obsolete
Mark .Transform.Rotation obsolete now .WorldRotation
Mark .Transform.Position obsolete, now WorldPosition
Unlock stat based map achievements
Walker map project template
Fix exception when loading map, causing them to not be able to unload