3,073 Commits over 1,552 Days - 0.08cph!
Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs
Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
Invalidate mesh selection on scene change
Include model view bounds too
Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds
ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations
Reset anim graph instance on model change
Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change
Add Model.Physics.Surfaces to get all physics surfaces used in a model
Created bone objects on skinned model renderer update on model reload and model change
ShaderGraph: Fix ScreenPosition.XY incorrect component count
Sprite shader flips with uv sign
Add SpriteRenderer FlipHorizontal and FlipVertical
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
Fix terrain trace hit normal
Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4
ImageFormat.Default uses RGBA8888
Izabu: Don't try to destroy null proxy
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable
Don't trace disabled bodies
Null checks in RefreshContacts
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping
Joint gizmo just draws a line from self to target game object
Fix prismatic disabling limit when it shouldn't
Create slider with 2 pivots and an axis, this makes the most sense
Base joint passes two physics points for joint creation
Do a pass on all joints to make sure their local frames make sense
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
Fix async warning in PreviewMesh
Make joint more robust in finding physics bodies, improve the gizmos a bit
Better anchor points for spring joint
Fbx serializer is too spammy
Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes
Don't create model for preview mesh if there's no valid meshes
Don't preview smd for now
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
Proper fix for hull vs mesh at large coordinates (thanks dirk)
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
This bounds checking in izCreateBVH is wrong
Same bounds fix for DirtyControlMapRegion
Hide terrain component, don't create this manually
Make block primitive hollow option work
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster
Draw open edges with half thickness
Render open edges with smaller thickness until I render hash marks for them
Add PolygonMesh.IsEdgeOpen
GetEdgeVertices has two out vertices, instead of returning array
Create grid debug shape for heightfield, faster but could be faster
Don't build steam audio static mesh for heightfields, too slow currently (do we care?)
Update terrain collider when terrain is dirty
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
Delete block tool scene object if creation gets cancelled
Support heightfield in CPhysicsShape::GetTriangulation
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4