22,939 Commits over 1,642 Days - 0.58cph!
Add Json.ToNode overload with expected type
* We're deserializing with an expected type already
* We can start phasing out JsonConverterFactorys, just use JsonConverter<T>s
* Can actually use [JsonDerivedType] etc
Let anyone serialize / deserialize System.Type
* We already had this in Facepunch.ActionGraphs, add it to Sandox.Json
* Looks up types through TypeLibrary
* Works with array types / generic types / nested types
* Fixes Facepunch/sbox-issues#5762
Shape, Joint, Contact are structs now
Remove custom cast callbacks for now, can probably use their casting now
IzGeometry -> IzQueryShape
IzTOIQuery -> IzTOIResult
Default world def
Setup contact modify and should collide callbacks
Create shapes with default shape def
Allow dedicated sever to load maps
Update steam libs
Lets store the appid in one place, so it's easier to change for standalone exports
Init SteamGameServer for dedicated server when starting a game
Revert "Add json type converter safely through TypeLibrary"
This reverts commit 620f60624d3f32ac8686a2add19159a0b42fa25f.
Add "game" concommand, to load a game
Add a bunch of Application.IsHeadless
Startup help
Fix warning
Dedicated server starts up properly
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World and shape userdata is void* now not intptr
Fix GetBody, AddBody, StepSimulation, StepUpdateManaged
Fix compile errors in physics joint
Add should collide callback
Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor
Add joint break callback
Don't calculate mass for height shapes
Test max impulses for joint breaking
AddSpringJoint
Joint is enabled if it's active
Allow joint to become inactive
Linear slop is 0.03125 in sbox
Update to latest, update vpc, wrap any izabu changes in SBOX defines
Remove ProjectConfig.Tags
Add Package.UpdateValue( key, val )
Add debounce to Package.UpdateValue
Add SerializedProperty.Create()
Can edit some asset properties inline
Remove step results from physics interface, no longer used
Make BaseDropObject public so it's accessible to editor tools
Detect hand tracking, if not available (meta runtime) fallback to /input/grip/pose
Update Facepunch.XR to 915dcf5
Fix poses not working if you didn't have fully tracked hands
WIP - Added bloom color
ditto
Add BytePack handlers for Vector2Int, Vector3Int
WIP - Using Mips on downsamples. Plus other WIP misc. changes
ditto
Add json type converter safely through TypeLibrary
Remove unused convar refs
Disable launcher maximize button
LineEdit for creating new actions instead of having to edit the action afterwards
https://files.facepunch.com/tony/1b0411b1/sbox-dev_duZ3bhoZdb.png
When adding an input action, add it to the final group, not "Other", less annoying
Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it
use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
Remove VR suffixes from enums
Split Input.Vr.cs out into separate files within a VR folder
Don't try to compile shaders that have missing source files
Update menu scene
Hand tracking elements
Pull velocity up into TrackedObject, calculate manually
Move input related enums into their own files
VRController -> TrackedController
Remove TrackedControllerType, HMDType - not supported by OpenXR
VR anchor sets Input.VR.Scale based on transform scale (so that IPD matches)
Remove `Finger`, `FingerValue` already exists
Add ListControlWidget handle context menu with duplicate option