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4,339 Commits over 1,552 Days - 0.12cph!

6 Months Ago
Delete rendersystem/dx code
6 Months Ago
Remove phoneme extractor code from the 90s
6 Months Ago
map instance adds tags from object entry
6 Months Ago
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
6 Months Ago
Don't make joint ExecuteInEditor, I don't know why it was in the first place
6 Months Ago
Hinge joint uses physics body transforms to calculate local frames
6 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
6 Months Ago
Remove isteamapplist.h from vpc
6 Months Ago
Check physics joint is valid before accessing these
6 Months Ago
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
6 Months Ago
Fix NRE in scenemap
6 Months Ago
Fix summary in hinge joint
6 Months Ago
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
6 Months Ago
Keep world position when parenting map collider only when not using world origin
6 Months Ago
Don't transform map colliders for maps that don't use world origin
6 Months Ago
6 Months Ago
Dirty model physics when renderer changes
6 Months Ago
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position
6 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
6 Months Ago
Add setters for physics joint local frames through Point1 and Point2
6 Months Ago
Add a list of PVS copies so we can have more than one world with a valid PVS
6 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
6 Months Ago
Remove spawngroups
6 Months Ago
Don't create new worlds for map instances, we lose vis on scene objects by doing it this way
6 Months Ago
Map instances set their world origin to game object position when created
6 Months Ago
Rebase pvs with world transform, not just the origin, allows vis to work when world origin is rotated
6 Months Ago
Rebase check position when getting precise pvs!
6 Months Ago
Remove IComputeWorldOriginCallback, provide transform to create world directly, makes it easier for us to set initial world origins
6 Months Ago
Make sure physics world debug draw ticks, not just when in an editor viewport
6 Months Ago
Don't set initial cursor name
6 Months Ago
Project settings can set custom cursors
6 Months Ago
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6 Months Ago
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6 Months Ago
Fix NRE on collider destroy
6 Months Ago
Move keyframe colliders pre physics step
6 Months Ago
Include hotspot coords in LoadCursorFromFile
6 Months Ago
Fix camera getting trashed on reset
6 Months Ago
Set some defaults on model renderer properties so we don't trash the component on reset
6 Months Ago
Fix NRE's in ITagSet
6 Months Ago
Implement native loading of cursors from image ready for when we want to hook it up
6 Months Ago
HingeJoint.Angle is in degrees
6 Months Ago
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
6 Months Ago
Add some useful state getters to hinge joint (Angle, Axis, Speed)
6 Months Ago
Shadergraph: Allow custom file ext in texture nodes Shadergraph: Add Mod (%) node
6 Months Ago
Make sure the first time a sound is played, random is actually random, not starting at zero, only forward and backward start at zero
6 Months Ago
Support SoundEvent selection modes (forward, backward, random, random exclusive)
6 Months Ago
Bone null checks in TryGetBoneTransform
6 Months 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
6 Months Ago
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
6 Months Ago
ModelDoc: Report errors for missing prefab target files