3,484 Commits over 1,491 Days - 0.10cph!
Add Json.ParseToJsonObject( ref Utf8JsonReader reader ), Json.FromNode<T>( JsonNode node )
Menu is default DeleteOnClose = true (let us know if some menus stop opening)
Fix NRE when pasting gameobjects
Add GraphicsView.DragType (enables SelectionRect)
Add GraphicsItem.Children
Fix GraphicsItem not always being able to resolve the GraphicsScene (which made SelectedItems total bullshit)
Add Curve.RemoveAtTime, Curve.Sort, Curve.AddOrReplacePoint
When changing position/scale for objects, add an edit log for each
Try to normalize EditLog to send actual propertyname
Add EditorEvents.ISceneEdited , EditorEvents supports interface based events
Curve.Evaluate takes an angle bool, if true, lerps shortest distance between angles
Throw exception in ScrollArea when trying to set canvas to an ancestor of itself
Add Curve.Frame.WithTime, Curve.Frame.WithValue
Hide GraphicsItem.AddChild, RemoveChild
Add GraphicsItem.Width, Height
In minimal game template, add editor code folder
Initialize tonemapper with defaults
Add Sphere.RandomPointInside
Add Capsule.RandomPointInside
Add HitboxSet.Hitbox.RandomPointInside
Http Post retry on connection error
Add Sphere/Capsule/BBox/Hitbox.RandomPointOnEdge
Can use [Range] on fields
When converting a Color to a Color32 if it's HDR then normalize instead of clamping
Expose ParticleEffect.ParticleBounds and MaxParticleSize
We don't use nethost anymore
TextManager becomes TextRendering, exposed function to get cached texture
Include revision with error report
Fix warning
Add SteamServerTest unit test
Add HumanAltModel to Clothing
Add GameObjectSystem.StartUpdate
Add Plane.Position
Move the Physics DebugDraw to ScenePhysicsSystem
Add GameObjectSystem.Stage.SceneLoaded
Add Stage.StartFixedUpdate, Stage.FinishFixedUpdate
Fix setting the initial position on an object create in a FixedUpdate wrongly lerping to that position
Fixes sbox-issues/issues/6002
Don't let people create or destroy GameObjects in a thread
Add start delay to particles
If the benchmark can't access the backend, just quit (like if azure is down)
Fix package caching in other thread errors
When copying project template files, allow overwrite
Warn if couldn't make cookies backup
Remove unused
Remove unused
Remove dbghelp.dll from bin folder, see how much chaos it causes
Revert "Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end"
This reverts commit 7dd50b001d043165f5389e4dcb64e8fcbc6faabd.
Revert "Make CallbackBatch 'safer' by making it always require a scene"
This reverts commit f3fdd37d24ebbaf66cbb92b47582e6a12a559532.
Re-apply OnPropertyDirty fixes
Fix Component.Destroy CallBacth error
Component.Task returns a cancelled TaskSource if no GameObject
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
Fix NRE in LibraryDetail
Fix NRE in EnumControlWidget
More missing dependancy diagnostics
Reset error report counters between games
Better fingerprinting
Error report unit test
Diagnose startup problems by testing individual assemblies before launching
Report native library not loading as a special exception
SystemInfo has StorageSizeAvailable, StorageSizeTotal
Rename ErrorReports to NativeErrorReporter to create a distinction
Load version info as soon as possible
Move error reporting out of Bootstrap
Catch startup errors
Fix NRE in VrHand.cs
Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this
Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet
Diagnose sockets[i] somehow being null
Fix NRE in Input.Process
Ignore NaN positions with a warning instead of an exception
Fix being able to double destroy components
Make CallbackBatch 'safer' by making it always require a scene
Add twist/pull forces to particle effect
https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4
Fix MapInstance NRE, add breadcrumbs
Fix NRE in Package.FindAsync
SceneObject: If the model is bad, just use an error model
Nicer exception when __sync_SetValue exceptions
Ship with pdb's to our managed dlls
Fix NRE in SoundEvent.GetNextSound
Retry download after a HttpRequestException
Diagnose NRE in ProcessIncomingMessages
Fix NRE in TickSceneStats
Fix NRE in ReceiveMessagesOnChannel
Check there's an active scene when calling ISerializer on GameObject/Component
SerializerPacker wraps reader/writer and prints errors
Handle inability to save cookies
Protect against host being null when downloading network files
Keep a count of the number of hosts a lobby has had
Mark lobby as toxic if became owner while joining
LargeNetworkFiles output num files
Tweak JoinBestLobby logic
Don't show toxic lobbies
Fix RunDownloadQueue using wrong connection
Don't disconnect from own server and mark it as toxic!
Disconnect from active lobby if it becomes toxic
Only show lobbies of the same game build
Fix error when map couldn't be downloaded
Less simultaneous downloads
Add some high level sentry breadcrumbs
Fix possible NRE in network connect
Add commented out DSN for testing sentry un-rate-limited
Fix NRE in Prop
Add breadcrumb for failed downloads, let us diagnose why it's happening
Don't let OnNetworkSpawn errors break everything
Tweak how httpimages are loaded to make errors more obvious
Wrap RPC resume so things don't fall to bits if it errors
Fix NRE in Rigidbody.OnDisabledInternal
Fix WorldPanel NRE (if the underlying panel gets deleted, somehow)
Don't report TargetInvocationException, report its InnerException
Fix steam callback crash
Fix text cannot be empty exception
Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException
Promote task exceptions to errors, instead of warnings
Fix possible project startup NREs
Fix NRE in SceneNetworkSystem.OnLeave
Add ParticleTrailRenderer, TrailRenderer components
Add a margin to the right of component sheet, to accommodate the scrollbar
Expose BlendMode
Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy
SceneLineObject supports texture + uvs
Expose particle DeathTime, so effects can use it to do calculations
Fix ParticleSpriteRenderer error when no texture defined
Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
Add ParticleModelRenderer
Fix LineRenderer bug
ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters
Move ParticleRenderer's into own folder
ParticleController has OnParticleCreated
Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy
Add ParticleLightRenderer
LineRenderer has a UseVectorPoints option
Download from server (#1632)
Download game asset files from the server, when not using a package. This allows people to make "local only" games and test them locally and multiplayer.
In the future we can change the download method to upload and download from our backend instead of over network.