20,784 Commits over 1,522 Days - 0.57cph!
Fix the Top 2D View (so X is horizontal and Y is vertical)
Shapes have an Overlap function, use that for CheckOverlap instead of CastShape
Fix casting heightfield not working.. wrong winding
Offset terrain collider because internally it's Y up
Fix debug draw crashing
Make sure light cookie is resident and valid if we're getting it's index for lightbinner
Export option in Project menu
Exit whole app in standalone mode
Allow dragging component properties from the inspector again
Debug meshes
Debug capsules
Debug hulls
Fix ShortcutOverrides not loading properly
Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
Can't try to bone merge yourself
Make debug draw turn on and off
Squash game-exporting branch
Bring everything up to date
Add support for copying/moving components by drag/dropping from inspector to heirarchy
Fix tools_wireframe for reverse z
Start on debug drawing, starting with sphere shapes
Fix typo "ChildrentWantMouseInput" -> "ChildrenWantMouseInput"
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
Make Mouse.OverridingVisibility internal
Added setter to Mouse.Visible so you don't have to create a panel with pointer-events just to unlock your mouse.
Quality improved
Small changes to shader to improve quality of sample pattern produced.
Keep Time.Now in sync while in editor play mode
Facepunch/sbox-issues#5826
Fix depth test in ObjectHighlight.shader
Was broken by reverse-z, fixes Facepunch/sbox-issues#5787
Implement world queries (overlaps)
Fix resource properties not swallowing context menu events, fixes Facepunch/sbox-issues#5814
Create Sandbox.StringToken, delete NativeEngine.StringToken
Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
Introduce ContextLocal<T>
MenuDll has its own Json options
This isn't ever used
This isn't ever used
Never used
Never used
Never used
Remove unused
This really does not need to be routed via an interface
Not used
Allow contacts to activate for kinematic vs sensor
Calling OnContactRemoved in the wrong place
Report touch lost when removing contacts for sensors and contact events enabled
Fix MeshCreate not creating nodes properly
Actually, don't do this, I think people rely on it even though I wish they didn't
Fix S&box adding "English US" keyboard layout
Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone
Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step
UpdateShadow calls SetVelocityFromKeyframe
Make sure body type and use controller are updated when collider Static property is dirty
Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors
This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger
Lets uncomplicate this the input system kickoff by dropping the event dispatch
Add instrumentation
Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs
Add `position: relative` to devui console (fixes sbox-issues/issues/5817)
Fix sensor typo stopping sensor events from working sometimes
Add a c# version of MurmurHash2
Trim a bunch of sound stuff we don't use
More telemetry
move fps_max to c# - make it more accurate
Vector4 uses System.Numerics.Vector4 where possible
Add BBox.Snap
Fix particle bounds being wrong
ParticleRenderer has [RequireComponent] ParticleEffect
Remove randomly added repeat functions from Curve @MVFP
Fix prefab/scene videos timescale too fast
Move ParticleGameSystem to its own file
Curve micro optimizations