4,296 Commits over 1,552 Days - 0.12cph!
Fix PhysicsBody.CheckOverlap crash when checking overlap against mesh
Hull collider cone and cylinder respect game object scale
Missing null check in NavMeshAgent
Don't clamp flex overrides to flex controller min max
Compile hulls into vox resource https://files.facepunch.com/layla/1b2011b1/sbox-dev_x10cgzGsNn.png
Support opaque fade on vertex_color
Use reinterpret_cast in GetModelIndices
Change spot light comments to let user know cone is in half angles
Attempt to fix video player crash, audio decode is fucky
Don't build faces for empty vox
Revert vertex_color shader for now
Allow vertex_color shader to be tinted
Fix crash in SetFlexOverride
Hide vox preview model in inspector
Disable vox drop object for now
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
Fix wireframe render on vertex_color shader
Change these noise comments to 0 to 1
Import vox at 4 inches per voxel, don't try to center it
Modeldoc vox importer uses a block size of 8 units instead of 10
Fix modeldoc vox import, only read content size for palette, not 256
public Texture.Index and texture.MarkUsed. These are used for bindless textures
Fix modeldoc vox importer using color palette wrong
Swizzle vox import and center it on XY plane
Support .vox version 200 in modeldoc (although I don't see any format changes?)
Fix selecting mesh elements when they're ontop of a gizmo like terrain
Shadergraph: Attributes can set default values
Apply fog after lighting for sprites
Sprites and particle sprites support lighting https://files.facepunch.com/layla/1b0911b1/sbox-dev_ga1AeZWCum.mp4
Add default value to worldspace scale too
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
Fix asset inspector not saving with CTRL+S
Add rigidbody mass center override https://files.facepunch.com/layla/1b0711b1/sbox-dev_WWBxzsSEHp.mp4
Rotation constructor sets quaternion to identity, we should be doing this but also makes it so that rotation serialized property default is identity
Terrain collider doesn't need to be adding solid tag here
PhysicsShape adds solid tag in constructor, not every time collision attributes is set
Just dont rebuild if we haven't got a hitbox system yet, same as model hitboxes
Revert, people are relying on this
Collision shapes with no tags don't automatically add solid tag, I don't think this is needed
Fix trace RunAll not doing a RunAll trace for hitboxes
Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM from shadergraph preview
Add Graphics.Draw for drawing models instanced indirect
Add Graphics.Draw for instanced drawing of models, internal until API finalized https://files.facepunch.com/layla/1b0611b1/sbox-dev_6aYDkpCHBO.mp4
Destroy wrapper objects when deleting physics world
New physics worlds add a world reference body, this is for things like fixed joints
Fix mistake in quaternion exp, causing Rotation.SmoothDamp to return incorrect rotation
Fix 2D Skybox "Tint" lighting keeps resetting
Unset light index mapping uses blank light constants to kill off the light