22,836 Commits over 1,642 Days - 0.58cph!
Fix null exception in PlayerStats.TryGet
WorldTextSceneObject needs to be OverlayWithDepth to have depth with draw solids
Fix winding in Gizmo.Draw.SolidBox
Add impulse to PhysicsContact
Fix dragging installed cloud assets, don't just bail if it can't find primary asset, fallback to url
Support drags from resource control into scene viewport https://files.facepunch.com/layla/1b1711b1/sbox-dev_A0eI3zWHiZ.mp4
Create and cache line shader outside of SceneLineObject constructor, these scene objects are created on a thread and material load has to be on main thread
EnableTouchPersists default to true on Rigidbody
Citizen/animgraph: make scale_height not bouncy anymore
Second pass at grid-aligned connection style
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_635BI3Qt2h.png
Simple solver for default connection offsets
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_x2R1XluVOZ.mp4
Tweak ZIndex of connections when hovering / selecting
https://files.facepunch.com/ziks/2024-10-16/sbox-dev_kaYI58Tlex.mp4
Some final tweaking of default offsets for connections
Fix command line args preference not being set - line edit is auto focused so bind system needs to be flushed to set it before focus
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
Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation
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
Simple solver for default connection offsets
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_x2R1XluVOZ.mp4
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
▇▍▅▋█▅ █▋▆▅▌▆█▄▄.▌▍▋▇▋▋▅▅▌▉.█▇▄██▅▌.▉▄▉▍▆▆
Second pass at grid-aligned connection style
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_635BI3Qt2h.png
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
Fix action graphs from maps not caching correctly
Only OpenContainingResource if not already open
Implement setting HammerSceneEditorSession.HasUnsavedChanges
Update texture formats and remove unused code
[pick] Add Motion.hlsl for motion vectors
Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Check for MapSourceLocation in ActionGraphView
Open source map when inspecting graph from .vmap
Parent action graph editor to hammer window if editing map graph
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Add GameObjectFlags.Absolute, ignores the parent transform. Basically, position: absolute for gameobjects
Parent action graph editor to hammer window if editing map graph
Check for MapSourceLocation in ActionGraphView
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
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