userLayladcancel

6,902 Commits over 3,469 Days - 0.08cph!

4 Months Ago
Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4
4 Months Ago
Fix terrain collider not updating on heightmap import
4 Months Ago
Inflate heightfield query cell bounds by 0.5, fixes terrain collision
4 Months Ago
Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path
4 Months Ago
Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs
4 Months Ago
Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
4 Months Ago
Invalidate mesh selection on scene change
4 Months Ago
Include model view bounds too
4 Months Ago
Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds
4 Months Ago
ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations
4 Months Ago
Reset anim graph instance on model change
4 Months Ago
Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change
4 Months Ago
Add Model.Physics.Surfaces to get all physics surfaces used in a model
4 Months Ago
Created bone objects on skinned model renderer update on model reload and model change
4 Months Ago
ShaderGraph: Fix ScreenPosition.XY incorrect component count
4 Months Ago
Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical
4 Months Ago
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
4 Months Ago
Fix terrain trace hit normal
4 Months Ago
Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4
4 Months Ago
ImageFormat.Default uses RGBA8888
4 Months Ago
Izabu: Don't try to destroy null proxy
4 Months Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
4 Months Ago
Set hitbox surface
4 Months Ago
And some more
4 Months Ago
Null checks in RefreshContacts
4 Months Ago
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
4 Months Ago
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object
4 Months Ago
Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense
4 Months Ago
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
4 Months Ago
Fix async warning in PreviewMesh
4 Months Ago
Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint
4 Months Ago
Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes
4 Months Ago
Don't preview smd for now
4 Months Ago
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
4 Months Ago
Proper fix for hull vs mesh at large coordinates (thanks dirk)
4 Months Ago
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
4 Months Ago
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
4 Months Ago
This bounds checking in izCreateBVH is wrong
4 Months Ago
And this
4 Months Ago
Same bounds fix for DirtyControlMapRegion
4 Months Ago
spring joint
4 Months Ago
Fix errors
4 Months Ago
Hide terrain component, don't create this manually
4 Months Ago
Make block primitive hollow option work
4 Months Ago
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
4 Months Ago
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster
4 Months Ago
Half edge renames
4 Months Ago
Draw open edges with half thickness
4 Months Ago
Render open edges with smaller thickness until I render hash marks for them
4 Months Ago
Add PolygonMesh.IsEdgeOpen