3,072 Commits over 1,552 Days - 0.08cph!
deserialize absolute game object flag, flags are deserialized selectively
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
Colliders without rigidbody are static in editor
Support SoundHandle.Stop fade time, add Fadeout curve to control fading
Smooth move rigidbodies with position tool so moving them doesn't fight with physics https://files.facepunch.com/layla/1b2911b1/sbox-dev_ondqw8nnTP.mp4
Fix NRE in color picker when there's no parent
Hide, JsonIgnore on GameResource
Create directory when saving clothing render icon (should these be put in temp filesystem/game resource data block)
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
Give better titles to collider trigger actions
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
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 TextArea not updating on value change
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
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