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3,072 Commits over 1,552 Days - 0.08cph!

4 Months Ago
Change spot light comments to let user know cone is in half angles
4 Months Ago
Attempt to fix video player crash, audio decode is fucky
4 Months Ago
Don't build faces for empty vox
4 Months Ago
Revert vertex_color shader for now
4 Months Ago
Allow vertex_color shader to be tinted
4 Months Ago
Fix crash in SetFlexOverride
4 Months Ago
Hide vox preview model in inspector
4 Months Ago
Disable vox drop object for now
4 Months Ago
Give engine game resources a chance to load from other resource blocks so we can save binary data Vox game resource Vox compiler Vox asset preview Modernize vertex_color shader Vox drop object as model renderer until a voxel renderer has been promoted to engine Fix vox model bounds
4 Months Ago
Fix wireframe render on vertex_color shader
4 Months Ago
Change these noise comments to 0 to 1
4 Months Ago
Import vox at 4 inches per voxel, don't try to center it
4 Months Ago
Modeldoc vox importer uses a block size of 8 units instead of 10
4 Months Ago
Fix modeldoc vox import, only read content size for palette, not 256
4 Months Ago
public Texture.Index and texture.MarkUsed. These are used for bindless textures
4 Months Ago
Fix modeldoc vox importer using color palette wrong
4 Months Ago
Swizzle vox import and center it on XY plane
4 Months Ago
Support .vox version 200 in modeldoc (although I don't see any format changes?)
4 Months Ago
Fix selecting mesh elements when they're ontop of a gizmo like terrain
4 Months Ago
Shadergraph: Attributes can set default values
4 Months Ago
Apply fog after lighting for sprites
4 Months Ago
Sprites and particle sprites support lighting https://files.facepunch.com/layla/1b0911b1/sbox-dev_ga1AeZWCum.mp4
4 Months Ago
Add default value to worldspace scale too
4 Months Ago
Update Box3D for soft contacts, helps with stability for heavy things on top of light things and helps with kinematics pushing dynamics through geometry https://files.facepunch.com/layla/1b0711b1/sbox_L4gxsLMRAe.mp4
4 Months Ago
Fix asset inspector not saving with CTRL+S
4 Months Ago
Add rigidbody mass center override https://files.facepunch.com/layla/1b0711b1/sbox-dev_WWBxzsSEHp.mp4
4 Months Ago
Rotation constructor sets quaternion to identity, we should be doing this but also makes it so that rotation serialized property default is identity
4 Months Ago
Terrain collider doesn't need to be adding solid tag here
4 Months Ago
PhysicsShape adds solid tag in constructor, not every time collision attributes is set
4 Months Ago
Just dont rebuild if we haven't got a hitbox system yet, same as model hitboxes
4 Months Ago
Fix NRE in manual hitbox
4 Months Ago
Revert, people are relying on this
4 Months Ago
Collision shapes with no tags don't automatically add solid tag, I don't think this is needed
4 Months Ago
Fix trace RunAll not doing a RunAll trace for hitboxes
4 Months Ago
Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM from shadergraph preview
5 Months Ago
Add Graphics.Draw for drawing models instanced indirect
5 Months Ago
Add Graphics.Draw for instanced drawing of models, internal until API finalized https://files.facepunch.com/layla/1b0611b1/sbox-dev_6aYDkpCHBO.mp4
5 Months Ago
Destroy wrapper objects when deleting physics world
5 Months Ago
New physics worlds add a world reference body, this is for things like fixed joints
5 Months Ago
Fix mistake in quaternion exp, causing Rotation.SmoothDamp to return incorrect rotation
5 Months Ago
Fix 2D Skybox "Tint" lighting keeps resetting
5 Months Ago
Unset light index mapping uses blank light constants to kill off the light
5 Months Ago
Set light index mapping if we have a bake light index
5 Months Ago
Don't cull baked lights Remove these sdl headers from vpc
5 Months Ago
memset LightIndexMapping so it doesn't contain junk
5 Months Ago
Add LineRenderer.CastShadows
5 Months Ago
Fix local space particle lag, don't move particle on first frame
5 Months Ago
Should be fine, it shouldn't be using much memory and we need it for VertexDetail
5 Months Ago
Revert this to be safe, I think it's using up a lot of memory
5 Months Ago
Adding render mesh to ray trace env adds the vertices so the mesh trace result can access them