14,461 Commits over 1,614 Days - 0.37cph!
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
Move server package list to networked StringTable, sync to clients/late joiners when host mounts packages, resolves Facepunch/sbox-issues#6529
Obsolete unused MountAsnc, IsMounted params
Catch ServerPackage download exceptions and flag download as errored
Added interp_debug ConVar and simple representation using sphere gizmos (white is the current interpolated position, cyan is the target position)
Added Show Interpolation Debug options to debugging menu and Game Debug context menus. Fixed toggle not working for Show Physics Debug in Debug menu (use ConsoleSystem.GetValueInt)
Adding and removing from HashSetEx is thread safe
Move Physics step to AFTER FixedUpdate instead of before.
Add Collider.GetVelocityAtPoint
Change how RigidBodies update their positions from the Physicsbody
Update keyframes more explicitly
InterpolationSystem uses HashSetEx
Clean up how transforms are updated from bodies
Revert rigidbody positions updates to be non threaded, I don't feel comfortable
Add IScenePhysicsEvents
Add Summary to FixedUpdate
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
Expose Friction on Collider (we can add them all but this is all I need right now)
Clean up node creation menu types, add a description of each class
Clean up FindAllReflectionNodeTypes
Clean up EventSystem.Run
* Avoid repeated logic
* Aggregate exceptions
* Make sure all actions run
Fix AreParametersActionGraphSafe with delegate parameters
Validate event method parameters in RunEventNodeType
Remove unused SpeculativeContact stuff
Remove overriding SkyIndirectLighting to false in hammer maps, a lot of public maps are built without lighting and rely on IBL to have ambient lighting, we don't have a good way to tell if a map has baked lighting on MapLoader, better to just keep this on and let artist elect if they want IBL lighting by themselves
Add Surface.RollingResistance https://files.facepunch.com/layla/1b0811b1/sbox-dev_JICzg1spr4.mp4
Obsolete Surface.Dampening, unused, never has been
Add g_tint to gizmo line shader
Only rebuild colliders when they need it
Fix NRE updating recent scene list
Updated Menu Avatar Scene so it doesn't use missing materials
Rebuild mass when updating physics shapes (only convex shapes)
Only update collider shape on property change