20,796 Commits over 1,522 Days - 0.57cph!
Fix New Project button in Editor Launcher
Try casting box with a small hull skin to avoid getting stuck
Remove GetBboxFromProxies
These cast functions aren't used either
Hook up joint break callback, disable joint on break
Disable this contact assert, doesn't make sense
Route asserts to engine so they show up like any other assert
Only call ServiceWorldRequests if map was loaded
Prompt before closing scene/prefab tab with unsaved changes
Make sure Top 2D view isn't flipped 180deg
(Makes everything face upright at default rotation, perfect for 2D games)
We should be able to null these out
Add IBytePackConvert support to Component and GameResource
Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
VR: Get skeletal data from OpenXR
VR: Match controller positions with SteamVR ones, which better represent where the controller is
VR Input cleanup
Update Facepunch.XR to d7212d3, fixes broken digital actions
Remove unused from filesystem
IWorldReference doesn't need to be ref counted
Unmount vpk on map unload properly
Call ServiceWorldRequests to finish destroying map instance, create HammerSession
Only serialize NetworkMode, NetworkInterpolation, NetworkOrphaned and OwnerTransfer in GameObject.Serialize if they are not their default values
Fixed static Authority RPC checking permissions against the wrong attribute and messages should be sent to the host and not broadcast
Enable sensors for triggers
Check index is >= 0 or <= Count when using ObservableCollection<T>.Insert in NetList - otherwise use Add instead
Get rid of these single body casts, they're not being used
Izabu has body enable/disable so just use that instead of our shit
Added ResourceLibrary.GetAll<T>. Resolves Facepunch/sbox-issues#4749
Inspector Advanced Network Settings (#1617)
* Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
* Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
* Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
* Move out to its own widget - this is gonna be a button that drops down for advanced network settings
* Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
* Store current val outside scope
* Modify style
* Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
* Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Swap bit fields when copying BVH nodes
Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive)
Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
Remove old templates
Map template
Asset browser state is saved per project
Fix Map Instance selector not replacing .vmap with .vpk
Remove unused worldrendermgr stuff
Better VPK loading, find physworld etc properly
AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale
Make sure BVH gets destroyed on shape destroy
Add option for discarding scene changes and load its saved state, resolves Facepunch/sbox-issues#5085
https://files.facepunch.com/devultj/1b0911b1/sbox-dev_VFwF4r2Fku.mp4
Add Vector3.Direction, closes Facepunch/sbox-issues#5026
Mesh implements IValid (already has IsValid property), closes Facepunch/sbox-issues#4170
Can [Property] GameResource properties to have them serialize, resolves Facepunch/sbox-issues#2925 (worth noting you could use [JsonInclude] for this already)
WIP - Added upscale blend ( before I forget! )
Add fullscreen on play editor preference, closes #1476
https://files.facepunch.com/devultj/1b0911b1/sbox-dev_xrv7uAqbh4.mp4
Use existing asset name as the baseline when using asset browser rename flyout
Add rename shortcut to asset browser
Destroy hull after adding it to hull shape, shapes no longer own the hull
Deep copy rubikon hull to izabu hull
Should collide callback is backwards, woops
Fix StepUpdateManaged not accessing active bodies, woops
AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list
Comment out all cast functions so we can compile
Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd
Fix GetTriangleMaterialIndex for meshes
Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load
Fixed SwitchControl styling
Store current val outside scope
Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
Move out to its own widget - this is gonna be a button that drops down for advanced network settings
Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)