3,072 Commits over 1,552 Days - 0.08cph!
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
Fix hitbox adding box shape twice the size
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
Update dirty collider region for heightfield materials
Don't cause a rebuild for mesh component when transform chances when scene is not editor
Remove hack from mesh component that is stopping hulls from being kinematic
No need to pin this memory anymore, height shape makes a copy of it
Update height collision region
Update height field without recreating the shape
Don't keep setting terrain collider to static if it's already static, this is causing an on dirty, don't dirty collider on heightmap region dirty, we should be able to update this faster
Add shapeless heightfield cast for Terrain.RayIntersects
Box collider rescales without rebuilding the shape
Wake connected here too for good measure
Don't dirty box collider on size change, update the hull instead - fixes trigger enter/leave when resizing
Add internal UpdateBoxShape, box collider will use it
Update mesh shape by updating the BVH instead of recreating the whole shape
Turn on trace solver again, looks like it performs much better
Use worldspace cloud here for the obstacle, it's always identity so no need to transform it
Clear velocity internally when disabling motion
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
Merge latest izabu changes
Rigid body motion disabled uses static, it doesn't make use of shadow controller so we just miss out on CCD if we use kinematic
Make sure rigidbody disables controller when motion is enabled
Fix sliding down slopes, move to height of ground trace hit position
ifdef this shit out to see if it's slowing us down
Turn off trace solver and give box traces a small radius by default to see if anyone notices
Put linear cast callback on the query shape, this makes more sense
Make sure linear cast callback is set for updated mesh shapes!!
Keep the same physics contact for both sides, I don't think it makes sense to randomly flip these
Make sure all izabu changes are wrapped with SBOX define
Trace direction is wrong way around
Fix loading custom cursors and tga, psd textures in non editor games
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Remove step results from physics interface, no longer used
Add json type converter safely through TypeLibrary
Remove unused convar refs
Add binds we'll need for sceneobject serialization
Bind light desc so we can create a light directly from desc
Make sure any scene light properties ask native for their value so they can never go out of sync
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
Fix incorrect min max for int AnimParam
Add option names to enum AnimParam
Terrain can import splatmap from png, tga, jpg, psd
Dictionary control widgets can't be edited when readonly
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
Start pending components before physics step - fixes physics step running before joints are created
Fix SoundEvent.GetNextSound random not using the full range of sounds