243,196 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Give attach points proper rotations when flipped, respecting origin
4 Months Ago
Update game name
4 Months Ago
Flip attach points when sprite is flipped Don't update attachments in SpriteAnimationSystem, only do it when necessary
4 Months Ago
Double elevator max floor limit
4 Months Ago
Prepare notification for touch persists
4 Months Ago
GetTriangulation for heightfields
4 Months Ago
set wolf anims that need to loop to looping and edited name of wolf rotate L/R anims
4 Months Ago
exported wolf prowl anim at origin
4 Months Ago
Update Sprite Tools Added basic enemy aggro, chasing nearest player Enemy faces in moving direction
4 Months Ago
Update Attachments properly for non-square aspect ratios
4 Months Ago
Merge from main
4 Months Ago
Room Editor Wip - Will move into a library
4 Months Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active 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 Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes 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 Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh Sensor events Touch events Fix sensor typo stopping sensor events from working sometimes Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger 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 UpdateShadow calls SetVelocityFromKeyframe Make sure body type and use controller are updated when collider Static property is dirty Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone Actually, don't do this, I think people rely on it even though I wish they didn't Fix MeshCreate not creating nodes properly Report touch lost when removing contacts for sensors and contact events enabled Calling OnContactRemoved in the wrong place Allow contacts to activate for kinematic vs sensor Implement world queries (overlaps) Fix tools_wireframe for reverse z Start on debug drawing, starting with sphere shapes Make debug draw turn on and off Debug meshes Debug capsules Debug hulls HeightField debug Offset terrain collider because internally it's Y up Fix debug draw crashing Fix casting heightfield not working.. wrong winding Shapes have an Overlap function, use that for CheckOverlap instead of CastShape Allow non solid contacts to report touch events for trigger collision rules to keep the collision behaviour we have Call OnContactRemoved when refreshing contacts Begin and end touch events need the contact, our touch events need to calculate hit data Get rid of the prevelocity shit Combine friction and restitution from per triangle surfaces
4 Months Ago
Updated Sprite Tools Added Wood Enemy Sprite (Fucker with the abnormal aspect ratio)
4 Months Ago
Combine friction and restitution from per triangle surfaces
4 Months Ago
Don't stretch asset preview/thumbnail for sprites with non-square aspect ratio Timeline FrameButtons no longer stretch Sprites with non-square aspect ratio
4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
m700 texture update
4 Months Ago
wip hotswap urls
4 Months Ago
Add TextureAtlas.AspectRatio SpriteComponent now supports Sprites of non-square aspect ratios Fixed not being able to click on Sprite Components to select them in the Scene
4 Months Ago
TextureAtlas now supports packing textures of non-square aspect ratio Added Sprite Tools -> Flush Texture Cache to Menu
4 Months Ago
Get rid of the prevelocity shit
4 Months Ago
updated rock formations updated world setup to spawn them
4 Months Ago
Begin and end touch events need the contact, our touch events need to calculate hit data
4 Months Ago
would help if I labelled this correctly Init steamclient in standalone
4 Months Ago
Pastable URL support
4 Months Ago
Playground.Player scene updates
4 Months Ago
Gradually connecting everything together again
4 Months Ago
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters Custom steam app ID for standalone games Put steam appid field here for now - we might wanna rethink this later though
4 Months Ago
Candle prefab lighting updates. Lighting prefab backup.
4 Months Ago
Use `background-size: cover` for screenshot carousel items, resolves Facepunch/sbox-issues#5833
4 Months Ago
Set "order" facet if we haven't already, resolves Facepunch/sbox-issues#5801
4 Months Ago
Fix origin/attach point pixel snapping on images that weren't square aspect ratios Fix origin/attach point bounds and dragging on images that aren't square aspect ratio "Point Controls" shortcut buttons now set origin directly instead of setting via the draggable Add CTRL+Wheel to quickly zoom in/out of Sprite Editor Timeline https://files.facepunch.com/CarsonKompon/2024/July/16_08-21-ThoroughVerdin.mp4
4 Months Ago
Fixed noise + light range check noise issue caused by varied hash start fixed. Removed light range check from shader as without a UI control for this it can result in large flat surfaces 'lightening; or 'darkening' at some camera angles. This was because light range check was added to reduce occlusion bleed, but without a UI to adjust the level it wont be correct for all scenes. So better not to have it. Merge branch 'master' of sbox
4 Months Ago
Placeholder model
4 Months Ago
Updated skinning on male player model with forearm twist bones and elbow twist bone
4 Months Ago
Re-add library template (couldn't create from Library Manager), resolves Facepunch/sbox-issues#5811
4 Months Ago
Prevent on draw gizmo spam in the editor
4 Months Ago
Package.Url points to sbox.game, closes Facepunch/sbox-issues#5838
4 Months Ago
Harbor shipping containers now allow vehicle movement onto cargoship by parenting vehicles
4 Months Ago
road/rail rejection for coastal cliffs
4 Months Ago
renamed 'new wolf anims' folder to 'anim2024_update' and added _rm to the end of wolf 180 turn and run attack anims
4 Months Ago
Candles use standard thick transmission shader instead of the depracated packed one.
4 Months Ago
Make property context menu always unfocus current control, fixes Facepunch/sbox-issues#5836
4 Months Ago
Apply workshop URL skin when starting scene. More tests.
4 Months Ago
Missing commits
4 Months Ago
Terrain: use hit position of the first brush stroke, instead of center, for a more reliable flatten Add a comment for later
4 Months Ago
Check if onfailure exists in http.Fetch/Post
4 Months Ago
WIP - Work in progress DO NOT USE