13,878 Commits over 1,552 Days - 0.37cph!
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
UI: Use correct defaults for rem/em, classify them as dynamic so they update more frequently
UI: When pushing matrices, multiply by parent matrix if there is one
Fixes sbox-issues/issues/646
When going through networked files, if it doesn't exist, log a warning instead of failing outright
Standalone exporter keeps track of file type (e.g. executable, dll, project asset), shows source + destination in log window
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
Add Editor.NodeEditor.ConnectionStyle
Tweak is null / not null nodes to test for IValid
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
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
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
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
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
Add Verbose Hotload Logging option under Help
https://files.facepunch.com/ziks/2024-10-11/sbox-dev_AHgWLtzQtX.png
New package type
We no longer use the PackageType enum - because it's too rigid. Package types are all lowercase string comparisons now.
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
Make it easy to drag onto input plugs again
Nicer behaviour dragging to / from reroute nodes
Add EditorUtility.RestartEditor, RestartEditorPrompt
Add editor prompt which restarts the editor when changing parent game / target game
JsonIgnore Resource.IsValid
Split off node menu logic to a separate file
Basic version of dragging from inputs in graph editors
Fixes Facepunch/sbox-issues#6031
https://files.facepunch.com/ziks/2024-10-10/sbox-dev_QpOhqAKPM5.mp4
Attempt to include map vpks as LargeNetworkFiles, Facepunch/sbox-issues#6573
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
Bump up log level of native warnings
Print more user friendly error when we try and fail to load vpk of an uncompiled map, don't piss out searchpath debug anymore
Show inspector hint when an assigned map is uncompiled
https://files.facepunch.com/solw/2024/October/09_19-20-JumpyOropendola.png