4,297 Commits over 1,552 Days - 0.12cph!
Allow drag drop on ResourceControlWidget if the game resources are assignable
Add start and end loop points to sound meta
Enum and List control widgets can't be edited when readonly
Fix some incorrect sound paths in surfaces
Only get transform once in SpriteRenderer OnPreRender
Set SpriteRenderer bounds to max component of 2D size
ForceFlushGPU before Flush RenderSceneToPixmap - fixes pixmap assert
Delete rendersystem/dx code
Remove phoneme extractor code from the 90s
map instance adds tags from object entry
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
Don't make joint ExecuteInEditor, I don't know why it was in the first place
Hinge joint uses physics body transforms to calculate local frames
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
Remove isteamapplist.h from vpc
Check physics joint is valid before accessing these
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
Fix summary in hinge joint
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
Keep world position when parenting map collider only when not using world origin
Don't transform map colliders for maps that don't use world origin
Dirty model physics when renderer changes
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position
Don't use MakeDirty for joint body change, this recreates the joint, we want to use dirty for properties
Fix likely infinite loop in ball joint
Add setters for physics joint local frames through Point1 and Point2
Add a list of PVS copies so we can have more than one world with a valid PVS
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
Don't create new worlds for map instances, we lose vis on scene objects by doing it this way
Map instances set their world origin to game object position when created
Rebase pvs with world transform, not just the origin, allows vis to work when world origin is rotated
Rebase check position when getting precise pvs!
Remove IComputeWorldOriginCallback, provide transform to create world directly, makes it easier for us to set initial world origins
Make sure physics world debug draw ticks, not just when in an editor viewport
Don't set initial cursor name
Project settings can set custom cursors
▆▍'▅ ▌▉▋▇▋▆▅▉ ▄▌▍▋ ▉▉ ▉▄▉▌▄ ▊▌▆▉ █▆▍
▊▊█▊▄▌▍ ▆▅▋▋▇▅ █▄▍▅ ▌▄ ▅▋▌██▅ ▌▉▊ ▊▉▊▊▇ ▄▍▋▋▋▄▊
Fix NRE on collider destroy
Move keyframe colliders pre physics step
Include hotspot coords in LoadCursorFromFile
Fix camera getting trashed on reset
Set some defaults on model renderer properties so we don't trash the component on reset
Implement native loading of cursors from image ready for when we want to hook it up
HingeJoint.Angle is in degrees
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