13,183 Commits over 1,522 Days - 0.36cph!
Make sure the first time a sound is played, random is actually random, not starting at zero, only forward and backward start at zero
Support SoundEvent selection modes (forward, backward, random, random exclusive)
Bone null checks in TryGetBoneTransform
SkinnedModelRenderer - add string based bone getters
Fix GetPlayerStats caching wrong
LocalFileSystem cleanup
Update Zio to 0.18.1
Fixes Facepunch/sbox-issues#5683
Fix load/delete window layout menus being swapped around (lol)
Scene view: whack up 2d view zoom speed, properly clamp zoom to sane limits
Support tga and psd image loading
Bring back image asset preview with fixed tga and psd support https://files.facepunch.com/layla/1b2111b1/sbox-dev_t0gYLg8tdd.mp4
Add angle/grid snap increment spinboxes for custom values, Facepunch/sbox-issues#5691
FPArms: move_groundspeed to move_bob (0,1)
Fix NRE when removing a element from a collection, resolves Facepunch/sbox-issues#5621
DictionaryControlWidget: fix not being able to create new dictionary element if the key hasn't been initialized
Add "Clear Console on Play" preference, resolves Facepunch/sbox-issues#5615
Fix shift click multi-select no longer working in viewport, resolves Facepunch/sbox-issues#5698
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
ModelDoc: Report errors for missing prefab target files
Remove remains of CSoundEvent
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !!
Move collider keyframe body move to fixed update
EditorPreferences.CameraZNear minimum range 1 please stop
Resolves Facepunch/sbox-issues#5696
Box select works in ToolVis modes (ui_cssbox shader)
Resolves Facepunch/sbox-issues#5699
FPArms: improved shared jump/airborne/land animations
Add Application.HoveredWidget
Hide EngineOverlay if the game isn't visible
Fix SceneViewport hasmouseinput logic
Add Transform.ForwardRay
Fix editor not finding resources in libraries
Add GameObject.Clone( prefabPath )
Add copy/paste by right clicking property labels
Can set animgraph bool params using numbers
GameEditorSession stores the session that spawned it
Add SceneEditorSession.Resolve, GetParentSession
Can right click properties in game session and apply their tweaked values to editor session
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
OpenXR backend for VR (#1600)
Restore object de-select by clicking empty space, and not dragging, resolves Facepunch/sbox-issues#5680
Use camera frustum depth for dragdrop trace, fixes Facepunch/sbox-issues#5678
Warn when a FileSystemWatcher emits an error
This can happen when the internal buffer is exceeded, causing changes to be dropped.
Increase/Decrease grid size shortcuts were the wrong way around
Add grid axis selection in perspective viewport
Shutdown Tools properly on launcher exit
Add Close On Launch option to launcher
fix debug compile
Simplify how RecentScenes works
Load editor MRU and tags after all assets have been imported
Move Scene.Save to EditorSession.Save, update scene name/path on saveas, record asset as opened
Loading a prefab in editor loads the cloud assets
Call TransformChanged() once again in InterpolateFixedUpdate
Clear pending updates in SceneNetworkUpdate too
Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
PhysicsWorld.CollisionRules Refactor - Project Settings Small Network Files Support (#1604)
* Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
* Do GetHashCode this way
* Initialize CollisionRules
* Handle small network files from different file systems this way?
* Fix
* Fix documentation
* Reset config files
* Kind of genericize SmallNetworkFiles - push / add / remove files from it externally - mount its MemoryFileSystem externally as well to desired file system
* Fix - but obviously it can't be done this way it's absolutely awful
* Add all files from network when mounting on client side
* Method name update
* Remove some duplication
* Cleanup
* Fix inverted condition
* Unnecessary arg
* ToHashCode
* ReadWithFallback will return new T() if package is null too
* Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
* Call ProjectSettings.Reset in ResetEnvironment
* Clean up
* Swap these
Animgraph: Log anim error when single frame node doesn't have a valid sequence
Scene view: Fix splitter state not restoring correctly, Add top/bottom layouts Facepunch/sbox-issues#5676
Fix NRE when setting border size to a %
Compiler.Watch: ignore /obj/
Trace changes to watched source locations
Facepunch/sbox-issues#262
Facepunch/sbox-issues#5683
Set grid axis to XY plane when going into a 3d scene view
Add scene camera FOV to editor prefs window
Fix CSceneSystem::DownsampleTexture trying to make a 0 width/height mip
Add SceneCamera.ToWorld
Do GizmoInstance ortho zoom around cursor, resolves Facepunch/sbox-issues#5674
Fixed ALT glyph having the wrong path, fixes Facepunch/sbox-issues#5622
Restore Show Gizmos (Shift+G), Toggle Grid (Ctrl+G) shortcuts
Yoga3
* Latest version (fixes, additions)
* No longer relies on thirdparty facebook.yoga.dll
* Uses our interop system (faster)
* Much cleaner implementation
Recreate joint on body object change
Use a mass weighted global anchor for fixed joints, fixes welded ragdolls exploding. Add frequency and damping properties to fixed joint, set to sensible defaults so welded objects can't be pushed through collision as easily https://files.facepunch.com/layla/1b1911b1/sbox-dev_5YLdMnHrJJ.mp4
Add ModelPhysics.MotionEnabled - Enable to drive renderer from physics, disable to drive physics from renderer https://files.facepunch.com/layla/1b1911b1/sbox-dev_nyGhlgasUl.mp4
Skinned renderer builds bone hierarchy before scene model is created
Joint goes up the bone hierarchy to find a physics bone (ex: leg_glute_helper_L will use physics bone leg_lower_L) this should simplify when we have a better relationship between bones and physics
Add scene viewport view mode option