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3,869 Commits over 1,399 Days - 0.12cph!

31 Days Ago
Add a list of PVS copies so we can have more than one world with a valid PVS
31 Days 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
31 Days Ago
Remove spawngroups
32 Days Ago
Don't create new worlds for map instances, we lose vis on scene objects by doing it this way
32 Days Ago
Map instances set their world origin to game object position when created
32 Days Ago
Rebase pvs with world transform, not just the origin, allows vis to work when world origin is rotated
32 Days Ago
Rebase check position when getting precise pvs!
32 Days Ago
Remove IComputeWorldOriginCallback, provide transform to create world directly, makes it easier for us to set initial world origins
32 Days Ago
Make sure physics world debug draw ticks, not just when in an editor viewport
32 Days Ago
Don't set initial cursor name
32 Days Ago
Project settings can set custom cursors
32 Days Ago
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32 Days Ago
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33 Days Ago
Fix NRE on collider destroy
33 Days Ago
Move keyframe colliders pre physics step
34 Days Ago
Include hotspot coords in LoadCursorFromFile
34 Days Ago
Fix camera getting trashed on reset
34 Days Ago
Set some defaults on model renderer properties so we don't trash the component on reset
34 Days Ago
Fix NRE's in ITagSet
34 Days Ago
Implement native loading of cursors from image ready for when we want to hook it up
34 Days Ago
HingeJoint.Angle is in degrees
34 Days 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
34 Days Ago
Add some useful state getters to hinge joint (Angle, Axis, Speed)
34 Days Ago
Shadergraph: Allow custom file ext in texture nodes Shadergraph: Add Mod (%) node
35 Days 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
35 Days Ago
Support SoundEvent selection modes (forward, backward, random, random exclusive)
35 Days Ago
Bone null checks in TryGetBoneTransform
36 Days 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
36 Days Ago
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
36 Days Ago
ModelDoc: Report errors for missing prefab target files
36 Days Ago
Remove remains of CSoundEvent
36 Days Ago
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !! Move collider keyframe body move to fixed update
37 Days Ago
Animgraph: Log anim error when single frame node doesn't have a valid sequence
38 Days Ago
Recreate joint on body object change
38 Days Ago
Use a mass weighted global anchor for fixed joints, fixes welded ragdolls exploding. Add frequency and damping properties to fixed joint, set to sensible defaults so welded objects can't be pushed through collision as easily https://files.facepunch.com/layla/1b1911b1/sbox-dev_5YLdMnHrJJ.mp4
38 Days Ago
Add ModelPhysics.MotionEnabled - Enable to drive renderer from physics, disable to drive physics from renderer https://files.facepunch.com/layla/1b1911b1/sbox-dev_nyGhlgasUl.mp4
38 Days Ago
Skinned renderer builds bone hierarchy before scene model is created
38 Days Ago
Joint goes up the bone hierarchy to find a physics bone (ex: leg_glute_helper_L will use physics bone leg_lower_L) this should simplify when we have a better relationship between bones and physics
39 Days Ago
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
39 Days Ago
Add try catch to OnCreateObject so users can't fuck up the map loading
39 Days Ago
Fix ObjectEntry transform
39 Days Ago
Fix bone objects not being created, don't need this check here
39 Days Ago
Just run FinishBoneUpdate here instead of progressing animation
39 Days Ago
Initial bone merge to the root merge target Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
39 Days Ago
Cache ObjectEntry keyvalues so we're not having to call into managed every time
39 Days Ago
Add MapInstance.OnCreateObject to give users a chance to implement map objects that are unimplemented
39 Days Ago
Don't finish bone update for scene models with a parent, bone merge does all the work
40 Days Ago
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4 Fix prop trying to access gameobject of destroyed component when breaking into components
41 Days Ago
Animgraph: Fix aim matrix pitch not calculating correct weights
41 Days Ago
Animgraph: Add support for face direction parameters in mover node Animgraph: Add support for turn to face parameters in turn helper node