7,479 Commits over 3,622 Days - 0.09cph!
Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7)
Scan for resource compilers on properties, try and compile images
Don't read file twice in managed compile when there's a IResourceCompiler
Line renderer supports texturing, the same as trail renderers https://files.facepunch.com/layla/1b1111b1/sbox-dev_R9xJvUmOpI.mp4
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without
Check mip sizes in Graphics.CopyTexture, not the texture size
Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4
Auto populate model collider on awake if none are set
Make ragdoll components NotEditable in IsEditor
Make component sheet readonly when using NotEditable component flag
Rebuild ragdoll if bones change (model reload)
Make joint gizmos less noisy
Auto populate ragdoll renderer and model on awake if none are set
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
Set these hidden flags on creation too
Add properties to ragdoll to show rigidbodies, colliders, joints
Fix Gizmo.Control.Capsule (has it ever worked properly?)
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
Allow create model context menu item for fbx, obj, dmx
Delete infectedwoundrenderdata
Delete public/assetrename
Remove some unused code from src/common
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed
Position editor tool only smooth moves rigidbodies that have motion enabled
Fix collision events returning incorrect per triangle surfaces
Add Graphics.Draw from GpuBuffer<T>
Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change
Try to match normal and tangent of native material editor plane
Don't make this struct public
Material preview uses tessellated plane with vertex blends so blended materials can be previewed https://files.facepunch.com/layla/1b0511b1/sbox-dev_D8hvwjbzp3.png
Use large plane for water
Add plane_large.vmdl for large subdivided plane
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
Move joint OnBreak action to breaking group
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
Add Joint.IsBroken
Add Joint.StartBroken
Add Joint.Unbreak() to activate the joint after breaking
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits
Spring joint impulse checked against break limit seems to be negated?
Fix Gizmo.Control.Position returning true without it being dragged on
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
Physics tool selects all rigidbodies in hierarchy
Expose MeshComponent.Model
Don't invoke ISceneCollisionEvents for trigger intersections
Update skinned renderers if they have physics bones
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
deserialize absolute game object flag, flags are deserialized selectively
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work