userLayladcancel

7,265 Commits over 3,592 Days - 0.08cph!

4 Months Ago
Don't need this shit now
4 Months Ago
Add binds we'll need for sceneobject serialization Bind light desc so we can create a light directly from desc
4 Months Ago
Make sure any scene light properties ask native for their value so they can never go out of sync
4 Months Ago
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
4 Months Ago
Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
4 Months Ago
Fix incorrect min max for int AnimParam Add option names to enum AnimParam
4 Months Ago
Terrain can import splatmap from png, tga, jpg, psd
4 Months Ago
Dictionary control widgets can't be edited when readonly
4 Months Ago
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
4 Months Ago
Start pending components before physics step - fixes physics step running before joints are created
4 Months Ago
Fix SoundEvent.GetNextSound random not using the full range of sounds
4 Months Ago
Fix NRE in Collider.RebuildImmediately
4 Months Ago
Fix NRE in TeleportKeyframeBody
4 Months Ago
Remove left over log
4 Months Ago
Allow drag drop on ResourceControlWidget if the game resources are assignable
4 Months Ago
Add start and end loop points to sound meta
4 Months Ago
Enum and List control widgets can't be edited when readonly
4 Months Ago
Fix some incorrect sound paths in surfaces
4 Months Ago
Only get transform once in SpriteRenderer OnPreRender
4 Months Ago
Set SpriteRenderer bounds to max component of 2D size
4 Months Ago
ForceFlushGPU before Flush RenderSceneToPixmap - fixes pixmap assert
4 Months Ago
Delete rendersystem/dx code
4 Months Ago
Remove phoneme extractor code from the 90s
4 Months Ago
map instance adds tags from object entry
4 Months Ago
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
4 Months Ago
Don't make joint ExecuteInEditor, I don't know why it was in the first place
4 Months Ago
Hinge joint uses physics body transforms to calculate local frames
4 Months Ago
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
4 Months Ago
Remove isteamapplist.h from vpc
4 Months Ago
Check physics joint is valid before accessing these
4 Months Ago
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
4 Months Ago
Fix NRE in scenemap
4 Months Ago
Fix summary in hinge joint
4 Months Ago
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
4 Months Ago
Keep world position when parenting map collider only when not using world origin
4 Months Ago
Don't transform map colliders for maps that don't use world origin
4 Months Ago
4 Months Ago
Dirty model physics when renderer changes
4 Months Ago
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position
4 Months Ago
Don't use MakeDirty for joint body change, this recreates the joint, we want to use dirty for properties Fix likely infinite loop in ball joint
4 Months Ago
Add setters for physics joint local frames through Point1 and Point2
4 Months Ago
Add a list of PVS copies so we can have more than one world with a valid PVS
4 Months Ago
Update world scene object transforms and recalculate bounds groups on world transform change Update 3d skybox on map transform change Update map scene objects on map transform change Update map collision on map transform change
4 Months Ago
Remove spawngroups
4 Months Ago
Don't create new worlds for map instances, we lose vis on scene objects by doing it this way
4 Months Ago
Map instances set their world origin to game object position when created
4 Months Ago
Rebase pvs with world transform, not just the origin, allows vis to work when world origin is rotated
4 Months Ago
Rebase check position when getting precise pvs!
4 Months Ago
Remove IComputeWorldOriginCallback, provide transform to create world directly, makes it easier for us to set initial world origins
4 Months Ago
Make sure physics world debug draw ticks, not just when in an editor viewport