4,331 Commits over 1,552 Days - 0.12cph!
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
Remove rigidbodies from menu-main scene
Bail Model.Load early with error model for null or whitespace filename
Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing
Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture
Add CameraComponent.ProjectionMatrix
Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane
Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it
Scene collision events (#1707)
An interface to listen for all collision events that happen during a physics step
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Update summary to be more clear on what this interface is for
Internal intersect events on physicsworld, no one should need them
Make use of InvokeWithWarning
Fix TextArea not updating on value change
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704)
- Also tracking pressed controller buttons now
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Add recast/detour tile cache
AssetBrowser: stopped pinned asset bricking the whole sidebar
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
Human Hair Updates
Humans: added citizen_human_female_staging.vmdl
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Merge branch 'master' into scene-collision-events
Add Distance and Falloff to Voice Transmitter
Upgrade remaining old vmdl files so I can delete all this legacy model code
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
CollisionSoundSystem uses ISceneCollisionEvents
Fix TextArea not updating on value change
Add ISceneCollisionEvents
Bump up pose recipe param buffer size to 4kb
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
ParticleModelRenderer.ModelEntry implicit operator
Some extra null checking in DeleteSceneObject
Save and restore current sequence so it can be set in editor
It's a bad idea to use serialize abstract sequence accessor
Add current sequence accessor to SkinnedModelRenderer https://files.facepunch.com/layla/1b1611b1/sbox-dev_Ia0QfZrbmI.mp4
Add stop sequence on finish to directplayback animgraph node
Collider returns touching colliders of rigidbody if the collider is on a rigidbody
Fix mistake in ParticleModelRenderer upgrader
Allow ParticleModelRenderer to choose material groups and body groups https://files.facepunch.com/layla/1b1411b1/sbox-dev_JYc5358JqI.png
Add CameraComponent.ScreenToWorld
Add rendermesh resource
Add rendermesh asset type
Allow sceneobject to be created from rendermesh
Add MeshRenderer
Add vmesh asset preview
Don't hide vmesh assets
Fix gameobject and component control widgets not respecting readonly attribute
Add Distance/Falloff to music player
Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders
Fix NRE in trigger rework
Fix PhysicsBody.IsTouching returning too early
Fix touching colliders only being added to triggers
Add PhysicsBody.IsTouching( body )
Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events
Disable rendering on sceneobject when model renderer uses model that has no valid render meshes
Cache native physics body shapes so GetShape can have direct access to them
Use error model for sceneobject when model has no valid render meshes
Do the same for scenemodel
Fix map drop object for local maps
Make sure ListView itemsPerRow can't be zero
Add TrailRenderer.Emitting to control when new points should be added to the trail or not
Fix camera shader node typo with FarPlane
Grt rid of log spam in OnAnimationEvent