248,717 Commits over 3,959 Days - 2.62cph!
Leaderboard backup, run #
16575
Leaderboard backup, run #
16574
More spline undo improvements
Leaderboard backup, run #
16565
Add worldspace option for Gizmo.Hitbox.Sprite
Handle default arguments in MethodDescription.Invoke - Fixes ButtonAttribute not being able to call functions that have all default arguments
Add Gizmo.Hitbox.Sprite for a 2d screen space sprite hitbox https://files.facepunch.com/layla/1b0111b1/sbox-dev_0Q4krB3pIh.mp4
Revert "fix PlayerSquish collision"
This reverts commit 18ba5597c624789e8e8b999e7b64bd33ae33e4ae.
fix PlayerSquish collision
Player controller body listens for collision events because child gameobject colliders don't propagate ICollisionListener down to ancestors (should it?) - Fixes player squish and anything using ICollisionListener on the player controller gameobject
Improve spline editor undo
Prop makes use of surface break sound
Resave all surfaces
Shadergraph: Save preview settings to file
Fix mesh component not applying tags to collision shapes on tags updated
Don't need to duplicate this code
Add SceneCamera.ToScreen that also returns if it's in front or not
Add Gizmo.Draw.ScreenText that takes world position and screen offset to easily draw screen text at a world position
Fix mesh tools drawing text behind camera
Fix serialized dictionary not triggering on property change when setting key or value
Fix list and dictionary not reaching serialized object property changed callback when removing entries
Leaderboard backup, run #
16541
Add missing conversion formy-up to z-up for navmesh
Added to GetClosestPoint & GetRandomPoint
Don't show recompile button for assets that don't have source files
Refresh collection for list and dictionary control widgets if collection has changed - Fixes game resources not saving lists after first save
Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master
Forgot to make some enums internal whoops
Move navigation from C++ to C# (#1752)
Replace C++ version of detour & detour crowd with a C# version.
Managed version should behave exactly the same as the native version.
If not, please yell at me.
Achieved by using dotrecast as base
- Refactored the shit out of it
- Optimised it, so the managed performance comes close to the native version.
Navmesh generation (recast) is still in C++.
Add Facepunch Copyright to comply with zlib license
Improve cycle detection
Format
Obsolete GpuBuffer.UsageFlags.Counter, Structured and Append both have it automatically, this flag was only for D3D11. Both VK and D3D12 behave the same way for this.
Fix out of bounds in overlappoly
Hacky path cycle detection
Don't apply cubemap fog to camera if it's render excluded
Don't apply skybox tint to cubemap fog if it's render excluded
Fix envmaps not checking view tags - Fixes skybox with indirect lighting not being able to render exclude
Dirty render of scene cubemap on EnvmapProbe tags change, it's probably needed
Whitelist System.IParsable
Closes Facepunch/sbox-issues#7253
Whitelist System.UInt128
Closes Facepunch/sbox-issues#6892
Whitelist a few assembly attributes a library was using
Leaderboard backup, run #
16517
show more leaderboard entries
transform api changes
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Shadergraph: Make enable shadows option work again
Fix scene rendering widget incorrect gizmo cursor ray when using different DPI
Couple of NRE fixes from reported exceptions
RandomSoundStart NRE fix
CardDeck.Pop exception fix
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Vulkan: Structured buffers also have a UAV hidden counter
Start removing unused from native asset preview system
Fix crash trying to load invalid base_model_resource
Leaderboard backup, run #
16493
Apply cubic scaling to motor max torque