7,444 Commits over 3,622 Days - 0.09cph!
Use arrays for the voxel normals in shader
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?)
Make voxel test scene a bit nicer to look at
Allow voxel model to be transformed
Can change voxel size through Constants.VoxelSize
The mesher is Y up, just swizzle the verts
Replace voxel mesher with a faster one
Allocate more bits to allow 256 block types in shader
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
Cast benchmark (#119)
Fixed capsule ray cast bug.
Added ray and shape cast benchmark versus height field.
Delete triangle cache when updating mesh shape.
obj loader (#120)
Using tinyobjloader/tinyobjloader to load obj files.
Removed assimp, stb, and model stuff.
New mass ratio tests (#121)
- Added two new tests for large mass ratios
Contact Solver: Soft contacts (#122)
- Added soft contacts for high mass ratios (currently larger 1 : 10)
- This is highly experimental and might be discarded
Merge remote-tracking branch 'upstream/main'
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
Fix up player_controller scene
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
Set light index mapping if we have a bake light index
Don't cull baked lights
Remove these sdl headers from vpc
memset LightIndexMapping so it doesn't contain junk
Add LineRenderer.CastShadows
Fix local space particle lag, don't move particle on first frame
Should be fine, it shouldn't be using much memory and we need it for VertexDetail
Revert this to be safe, I think it's using up a lot of memory
Adding render mesh to ray trace env adds the vertices so the mesh trace result can access them
Try not linking stacktranslate, it shouldn't exist anymore?
Sort map objects by parent and child so that the parent gameobject should exist when building the hierarchy
Use parent name and target name to build game object hierarchy for map objects https://files.facepunch.com/layla/1b3111b1/sbox-dev_2kuoiBBYGD.mp4
Provide targetname and parentname in ObjectEntry
Add Sound.Play with mixer, this is common enough to justify adding it