7,441 Commits over 3,622 Days - 0.09cph!
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
Add Joint.IsBroken
Add Joint.StartBroken
Add Joint.Unbreak() to activate the joint after breaking
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits
Spring joint impulse checked against break limit seems to be negated?
Fix Gizmo.Control.Position returning true without it being dragged on
Trigger exit detection only checks if there's any contacts on triggers, not non triggers
Physics tool selects all rigidbodies in hierarchy
Expose MeshComponent.Model
Don't invoke ISceneCollisionEvents for trigger intersections
Update skinned renderers if they have physics bones
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
deserialize absolute game object flag, flags are deserialized selectively
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
Colliders without rigidbody are static in editor
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
Support SoundHandle.Stop fade time, add Fadeout curve to control fading
Smooth move rigidbodies with position tool so moving them doesn't fight with physics https://files.facepunch.com/layla/1b2911b1/sbox-dev_ondqw8nnTP.mp4
Fix NRE in color picker when there's no parent
Hide, JsonIgnore on GameResource
Create directory when saving clothing render icon (should these be put in temp filesystem/game resource data block)
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
Give better titles to collider trigger actions
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
Remove rigidbodies from menu-main scene
Bail Model.Load early with error model for null or whitespace filename
Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing
Simplify mirror component, use fixed render target size to show that we can
Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture
Add CameraComponent.ProjectionMatrix
Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane
Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it
Scene collision events (#1707)
An interface to listen for all collision events that happen during a physics step
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Update summary to be more clear on what this interface is for
Internal intersect events on physicsworld, no one should need them
Make use of InvokeWithWarning
Fix TextArea not updating on value change
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704)
- Also tracking pressed controller buttons now
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Add recast/detour tile cache
AssetBrowser: stopped pinned asset bricking the whole sidebar
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
Human Hair Updates
Humans: added citizen_human_female_staging.vmdl
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Merge branch 'master' into scene-collision-events
Add Distance and Falloff to Voice Transmitter
Upgrade remaining old vmdl files so I can delete all this legacy model code
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
CollisionSoundSystem uses ISceneCollisionEvents
Fix TextArea not updating on value change
Add ISceneCollisionEvents
Bump up pose recipe param buffer size to 4kb
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
ParticleModelRenderer.ModelEntry implicit operator