4,296 Commits over 1,552 Days - 0.12cph!
Support drags from resource control into scene viewport https://files.facepunch.com/layla/1b1711b1/sbox-dev_A0eI3zWHiZ.mp4
Create and cache line shader outside of SceneLineObject constructor, these scene objects are created on a thread and material load has to be on main thread
Fix command line args preference not being set - line edit is auto focused so bind system needs to be flushed to set it before focus
Revert edit button on resource control
Only show resource control buttons on control hover so they're less in your face
Set tooltip for component control picker button
Add open in editor button to resource control, this is a common enough action to have on the control widget
Fix Video background-image going out of sync causing it to stop looping - disable audio on video player and sync clock to video instead of audio (background-image shouldn't have been playing audio)
Add SkinnedModelRenderer.TryGetBoneTransformAnimation to get the worldspace bone transform after animation but before physics and procedural bones
Fix gizmo transform for gameobjects with absolute flag
Add smooth move and rotate to rigidbody instead of having to access physics body for them
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Static props set model collider to static
Unhide static property on mesh component (should we force mesh components to always be static?)
Disable kinematic rigidbody being a shadow controller
Clamp mixer volume to 0,1
Add readonly Mass property to Rigidbody, some parented props are calculating wrong mass so it helps to know what mass a rigidbody is
Fix offset child model colliders constantly rebuilding, check if their target local has changed instead
Add GameObjectFlags.Absolute, ignores the parent transform. Basically, position: absolute for gameobjects
Fix capsule collider update not using scale
Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
Scale hull collider points with world scale
Fix capsule collider not using world uniform scale when it probably should
Rigidbody with motion disabled uses shadow controller because it's kinematic
Return joint desc limits in degrees because who wants to deal with radians
Make SetBoneTransform and ClearPhysicsBones because I need them
Support HideAttribute on enum control widget entries
Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
Add attachment mode to ball joint, same as hinge
Fix crash getting joint desc limits, interop hates this for some reason
Implement CastBodyMultiple for trace body run all
Fix Trace.Body not using start rotation
Update physics shape material properties on surface reload
Remove vsurf resource, we use surface game resource for this
0,1 range on Collider.Friction
Make sure collider friction is set back to surface friction when custom friction is disabled
Colliders use the target world of rigidbody to work out the local shape transform, more reliable than using the physics body transform
Check for changes internally for physics body SetPosition and SetOrientation, setting them wakes up the body and moves proxies so only set them on change
Fix isUpdatingFromPhysics not being set back to false
Don't include triggers in mass calculation, rebuild mass when trigger property changes
Fix CPhysicsShape::SetMaterial likely not rebuilding mass properly
Refresh shape contacts before and after changing tags, fixes shape collision rules not updating when proxy bounds are overlapping
Don't draw physics wireframe with alpha, it's hard to see
Add Surface.RollingResistance https://files.facepunch.com/layla/1b0811b1/sbox-dev_JICzg1spr4.mp4
Obsolete Surface.Dampening, unused, never has been
Rebuild mass when updating physics shapes (only convex shapes)
Only update collider shape on property change
Forgot to return array to pool
Fix non uniform scale sphere collider updates
Don't rely on keyframebody when updating colliders, they could be sweeping to a new position so the shape gets updated using an incorrect local transform
Try to make restitution work with soft contacts, fixes bouncy surfaces when dynamic collides with kinematic
Scaling should not be applied to NormalToLocal and NormalToWorld but happy to be proven wrong