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6,709 Commits over 3,439 Days - 0.08cph!

Today
Include hotspot coords in LoadCursorFromFile
Today
Fix camera getting trashed on reset
Today
Set some defaults on model renderer properties so we don't trash the component on reset
Today
Fix NRE's in ITagSet
Today
Implement native loading of cursors from image ready for when we want to hook it up
Yesterday
HingeJoint.Angle is in degrees
Yesterday
Don't automatically add world tag to map collision, let the user decide that Add tags from gameobject to map instance collision Update map instance collision tags on tags change
Yesterday
Add some useful state getters to hinge joint (Angle, Axis, Speed)
Yesterday
Shadergraph: Allow custom file ext in texture nodes Shadergraph: Add Mod (%) node
Yesterday
Make sure the first time a sound is played, random is actually random, not starting at zero, only forward and backward start at zero
Yesterday
Support SoundEvent selection modes (forward, backward, random, random exclusive)
Yesterday
Bone null checks in TryGetBoneTransform
3 Days Ago
Support tga and psd image loading Bring back image asset preview with fixed tga and psd support https://files.facepunch.com/layla/1b2111b1/sbox-dev_t0gYLg8tdd.mp4
3 Days Ago
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
3 Days Ago
ModelDoc: Report errors for missing prefab target files
3 Days Ago
Remove remains of CSoundEvent
3 Days Ago
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !! Move collider keyframe body move to fixed update
4 Days Ago
Animgraph: Log anim error when single frame node doesn't have a valid sequence
5 Days Ago
Recreate joint on body object change
5 Days Ago
Use a mass weighted global anchor for fixed joints, fixes welded ragdolls exploding. Add frequency and damping properties to fixed joint, set to sensible defaults so welded objects can't be pushed through collision as easily https://files.facepunch.com/layla/1b1911b1/sbox-dev_5YLdMnHrJJ.mp4
5 Days Ago
Add ModelPhysics.MotionEnabled - Enable to drive renderer from physics, disable to drive physics from renderer https://files.facepunch.com/layla/1b1911b1/sbox-dev_nyGhlgasUl.mp4
5 Days Ago
Skinned renderer builds bone hierarchy before scene model is created
5 Days Ago
Joint goes up the bone hierarchy to find a physics bone (ex: leg_glute_helper_L will use physics bone leg_lower_L) this should simplify when we have a better relationship between bones and physics
6 Days Ago
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
6 Days Ago
Add try catch to OnCreateObject so users can't fuck up the map loading
6 Days Ago
Fix ObjectEntry transform
6 Days Ago
Fix bone objects not being created, don't need this check here
6 Days Ago
Just run FinishBoneUpdate here instead of progressing animation
6 Days Ago
Initial bone merge to the root merge target Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
6 Days Ago
Cache ObjectEntry keyvalues so we're not having to call into managed every time
6 Days Ago
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
6 Days Ago
Don't finish bone update for scene models with a parent, bone merge does all the work
7 Days Ago
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4 Fix prop trying to access gameobject of destroyed component when breaking into components
8 Days Ago
Animgraph: Fix aim matrix pitch not calculating correct weights
8 Days Ago
Animgraph: Add support for face direction parameters in mover node Animgraph: Add support for turn to face parameters in turn helper node
8 Days Ago
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
8 Days Ago
Unlink component game object at the end of destroy so component IsValid is false after destroying it
8 Days Ago
Fix skinned renderer not bone merging children if it's bone merged itself
8 Days Ago
Prop.CreateGibs returns the list of gibs
8 Days Ago
Drop object create and grid snap in one place instead of everywhere Add ParticleSystem.Bounds to get static bounds of the resource Add ParticleSystem.LoadAsync Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
9 Days Ago
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
10 Days Ago
sceneanimatableobject uses animation helper for models without animgraph too, fixes ragdolls without animgraph not working Don't create model physics in editor on model change, make sure physics is removed on destroy ModelDropObject creates game object at correct transform before adding any components, also fix grid snap on drop
11 Days Ago
Add directional light and better cubemap to shadergraph preview
11 Days Ago
Seal all shader nodes that can be sealed
11 Days Ago
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
11 Days Ago
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode
11 Days Ago
Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
12 Days Ago
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
12 Days Ago
Delete blobulator
12 Days Ago
Delete choreoobjects and scenefilecache