22,418 Commits over 1,614 Days - 0.58cph!
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
Init debug renderer so we have all the geometry batches for primitives
Add remote asset.party location to asset browser, fill it with model query
Add drag data to Package in AssetList: e.g package://matt.box
Add managed handler for Hammer map view drag drop events
ManifestMount from Sandbox.Game -> Sandbox.Engine
Bare bones dragging asset.party models into Hammer
https://files.facepunch.com/matt/1b0611b1/sbox_5qCyTB85LC.mp4
batch debug drawing properly
make a start on debug rendering so i can see what the fuck is going on
Remove wokeup and asleep lists from world step results, shouldn't have to need these
Remove GetSphereRadius and SetSphereRadius
Same for drag and damping
Impl a few velocity related functions in physics aggregate
Create physics shapes for each jolt subshape
Override mass if provided, set inertia scale if provided
Use a rotated translated shape for single spheres and capsules so they can be offset
Rotate capsule using the two center points
Aggregates build body and shapes with a single BodyCreationSettings - rubikon could create a body and add shapes at will, jolt doesn't work that way :(
Make all bodies with compounds for now so we can collide with world
Added a button to delete a setting
Add BindingFlags.NonPublic to SetPropertyObject
Merge branch 'master' into lobby-settings
Add BindingFlags.NonPublic to SetPropertyObject
Add GameSettings dictionary as a property, ensure a blank default and clean up cookie values if the settings have been removed
Bind GameSettings in GameLobby.html
BaseItemWidget: Ctrl clicking selected items removes them from the selection
New Outfit Piece - Army Boots
Army Boots w/ LODs, ready to complete the Army outfit!
https://files.facepunch.com/daniel/1b0311b1/sbox-dev_G5OxWbFwWC.png
Plus a retexture of the tactical gloves for an Army colour variations. Further completing the Army outfit.
Add ScenePanel.DisablePostProcessing
Remove invalid css
Minimum height for folder error box to prevent text getting clipped
Citizen/animgraph: fixed NoclipStart state
cctv globe - tweak for phys shape
Added import scale presets to modeldoc
Now we can stop trying to remember those pesky magic numbers
https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
New Hair! - Scruffy Short
Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg
Adjustments to Scruffy Hair, new vertex colour added
PathPlatformEntity path changing
https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4
Fixed an assert in Hammer when length constraint w/ particle is hidden
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Merge branch 'master' into lobby-settings
Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum
Improved styling a little for GameSettingsPage
Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
Alloc phys data
Set shape userdata
PathPlatformEntity path changing
https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4
Fixed an assert in Hammer when length constraint w/ particle is hidden
SetAngularVelocity, GetAngularVelocity
ApplyLinearImpulse, ApplyLinearImpulseAtWorldSpace
ApplyAngularImpulse
ApplyForce, ApplyForceAt
Set motion type of aggregate (on client, networked bodies get set to keyframed) this fixes SetLinearVelocity etc https://files.facepunch.com/layla/1b0511b1/sbox_0036.mp4
GPU driven Depth Culling for tiled rendering
Adjustments to Scruffy Hair, new vertex colour added
New Hair! - Scruffy Short
Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg
Added Color[32].FromRgb[a]
Color[32] property consistency cleanup
Added some Color[32] tests
Add collision shapes to body
Added import scale presets to modeldoc
Now we can stop trying to remember those pesky magic numbers
https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
Move surface property manager and phys data manager to their own file
Create a temp box shape so we have something to collide with
Just return true in our layer filters for now because we obviously haven't set up layers yet
Impl SetLinearVelocity https://files.facepunch.com/layla/1b0511b1/sbox_0017.mp4
Temp disable player physics hull so we don't fly through the world
Impl aggregate instance GetRootTransform so we can start to sync jolt bodies to entities
Return all bodies as awake in StepEndReadOnlyGetResults for now
remove physics body GetUid - unused
Impl SetEntityHandle, GetEntityHandle, GetEntityID
Impl Get/Set AggregateInstance for body
Impl body GetVelocity
Impl aggregate instance add part etc
Impl aggregate instance IsDynamic
Impl aggregate instance GetOrigin
Imp aggregate instance GetBodyHandle
Build bodies for aggregate but don't set shapes yet