3,985 Commits over 1,461 Days - 0.11cph!
Revert vertex_color shader for now
Allow vertex_color shader to be tinted
Fix crash in SetFlexOverride
Hide vox preview model in inspector
Disable vox drop object for now
Give engine game resources a chance to load from other resource blocks so we can save binary data
Vox game resource
Vox compiler
Vox asset preview
Modernize vertex_color shader
Vox drop object as model renderer until a voxel renderer has been promoted to engine
Fix vox model bounds
Fix wireframe render on vertex_color shader
Change these noise comments to 0 to 1
Import vox at 4 inches per voxel, don't try to center it
Modeldoc vox importer uses a block size of 8 units instead of 10
Fix modeldoc vox import, only read content size for palette, not 256
public Texture.Index and texture.MarkUsed. These are used for bindless textures
Fix modeldoc vox importer using color palette wrong
Swizzle vox import and center it on XY plane
Support .vox version 200 in modeldoc (although I don't see any format changes?)
Fix selecting mesh elements when they're ontop of a gizmo like terrain
Shadergraph: Attributes can set default values
Apply fog after lighting for sprites
Sprites and particle sprites support lighting https://files.facepunch.com/layla/1b0911b1/sbox-dev_ga1AeZWCum.mp4
Add default value to worldspace scale too
Update Box3D for soft contacts, helps with stability for heavy things on top of light things and helps with kinematics pushing dynamics through geometry https://files.facepunch.com/layla/1b0711b1/sbox_L4gxsLMRAe.mp4
Fix asset inspector not saving with CTRL+S
Add rigidbody mass center override https://files.facepunch.com/layla/1b0711b1/sbox-dev_WWBxzsSEHp.mp4
Rotation constructor sets quaternion to identity, we should be doing this but also makes it so that rotation serialized property default is identity
Terrain collider doesn't need to be adding solid tag here
PhysicsShape adds solid tag in constructor, not every time collision attributes is set
Just dont rebuild if we haven't got a hitbox system yet, same as model hitboxes
Revert, people are relying on this
Collision shapes with no tags don't automatically add solid tag, I don't think this is needed
Fix trace RunAll not doing a RunAll trace for hitboxes
Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM from shadergraph preview
Add Graphics.Draw for drawing models instanced indirect
Add Graphics.Draw for instanced drawing of models, internal until API finalized https://files.facepunch.com/layla/1b0611b1/sbox-dev_6aYDkpCHBO.mp4
Destroy wrapper objects when deleting physics world
New physics worlds add a world reference body, this is for things like fixed joints
Fix mistake in quaternion exp, causing Rotation.SmoothDamp to return incorrect rotation
Fix 2D Skybox "Tint" lighting keeps resetting
Unset light index mapping uses blank light constants to kill off the light
Set light index mapping if we have a bake light index
Don't cull baked lights
Remove these sdl headers from vpc
memset LightIndexMapping so it doesn't contain junk
Add LineRenderer.CastShadows
Fix local space particle lag, don't move particle on first frame
Should be fine, it shouldn't be using much memory and we need it for VertexDetail
Revert this to be safe, I think it's using up a lot of memory
Adding render mesh to ray trace env adds the vertices so the mesh trace result can access them
Try not linking stacktranslate, it shouldn't exist anymore?
Sort map objects by parent and child so that the parent gameobject should exist when building the hierarchy
Use parent name and target name to build game object hierarchy for map objects https://files.facepunch.com/layla/1b3111b1/sbox-dev_2kuoiBBYGD.mp4
Provide targetname and parentname in ObjectEntry