7,482 Commits over 3,622 Days - 0.09cph!
Add mirror example component, this isn't ready to be used in games, it's for us to debug rendering issues
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
Fix infinite loop in OnDirty, set dirty to false last
Fix OnValidate not being called on property change in editor
Prioritize FbxNode name over FbxMesh name for modeldoc mesh names - If you needed it to be the other way, blame the guy that wants it this way
Don't need to bother getting parameterless function if we're not going to use it
Allow [Change] attribute to have parameterless callback, parameter version takes priority
Add ISceneEditorSession.AddUndo
Component.Serialize ignores ComponentFlags.NotSaved when cloning
Undo system serializes game objects with cloning enabled
Include root namespace when creating new razor component
GameObject.Deserialize removes existing components not included in serialization when in editor
Disable components when breaking apart a disabled prop. Don't recreate prop components when changing tint etc, only model change needs to
Override Deserialize with options for Scene so undo uses scene deserialize instead of GameObject, fixes undoing object deletions
Remove stepcount from physics interface, don't need to be calling into native to set this
Fix "Break into separate components" on a deactivated Prop component not restoring procedural components
Only update sphere shape when changed
Cache transform origin for sphere collider when built, use that when resizing
AnimGraph: Keep track of cycle for updating state machine blend weights instead of calculating from anim time, should fix dodgy blends when playback speed fluctuates
ModelDoc: Fix obj loader not making use of object name, causing bad mesh names
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
Fixed joint sets linear angular spring maximum force to float max, this is the default, not zero
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
Fix NRE caused by "Fix Duplicated Entries in Create GameObject Menu"
Add sbyte, short, ushort to IntegerControlWidget
Fix model physics positioning physics from render bones without the renderer world transform when scene model doesn't exist yet
Only enable physics system in editor while using physics tool
Auto start simulation on grab https://files.facepunch.com/layla/1b1911b1/sbox-dev_8C4a7S0Nfm.mp4
Block tool switches to object mode after creation
Add space shortcut to toggle simulation
Stop simulation on selection change
Add physics tool to manipulate physics in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_d719Yy9fe4.mp4
Show particle count like this so it doesn't show up as a prefab variable
Add particle editor tool to debug playback in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_gymPdlXVD6.mp4
Add face mode to trail renderer, same as line renderer
Fix out of range exception
Support facing camera or normal in line shader
Add face mode camera or normal in scene line object
Add Vector3.Slerp/SlerpTo
Add face mode to line renderer so it can face normals defined by point rotations https://files.facepunch.com/layla/1b1511b1/sbox-dev_2MiwGSz4bX.mp4
Override custom projection matrix with VR projection matrix
Support trace hit position for sphere casts again
Add SkinnedModelRenderer.Parameters for better API to set animgraph parameters and show the parameters in inspector https://files.facepunch.com/layla/1b1211b1/sbox-dev_GElUzo5Kpn.mp4
Json ignore this in case it needs it
Add CameraComponent.RenderTarget to render allow rendering to texture https://files.facepunch.com/layla/1b1211b1/sbox-dev_N5LTZuJHYE.mp4
Fix modeldoc not cleaning up a embedded preview, causing an invalid thumbnail listener to stay around which sometimes causes a crash when a thumbnail is generated
Move rigidbody start asleep until after colliders are added - otherwise it's not going to do jack shit
Add Prop.StartAsleep, this is common enough to justify adding to prop
Clear texture after creating texture if no data was set, instead of refcount hack
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here
Fix error texture spam when calling ClearUnorderedAccessViewUint, created texture needs to be put into a strong handle so refcount isn't zero
Fix exception in CCameraRenderer::RenderToLayer
Constrain gamepad input dropdown to screen
Fix NRE when updating from prefab
Make sure components are using IsValid too
Use !IsValid instead of == null or is null for any IValid