9 Months Ago
Clear dirty framebuffer region when popping a UI layer
sbox/issues/1461
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664
https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
Can create variables by right-clicking inputs
Add "Use Labeled Output" menu on input context menu
https://files.facepunch.com/ziks/2024-02-22/sbox-dev_5qn6eAweBY.mp4
Fixes #1464
Pass mouse events from labels to the plug, fixes #1465
https://files.facepunch.com/ziks/2024-02-22/sbox-dev_30vniCtdgM.mp4
Fixed #1467
Package.FormatIdent
Added default Resource.ToString(), Component.ToString()
Format matches GameObject.ToString(): "<type>:<name>"
Fixed nullable parameters in nodes
Fix warning when dragging non-text
Node input context menu signal fixes
Fix PositionEditorTool not snapping properly in localspace
Soundscape map hammer entity
info_player_start tint
Asset Drag & Drop into Action Graph Editor (#1468)
Action Graphs can reference the GameResource they're embedded in
Ctrl+S in an embedded Action Graph saves its host scene
Correct text-decoration thickness default value
Fixed Facepunch/sbox-issues#4947
New Hair + Citizen Gibs
Fixed TransformTest randomly failing
quick fix to skeleton gib vmdl
Add Rotation.ClosestAxis - Will give you the axis most aligned with the given normal
Add Gizmo.Nudge - Will give you a nudge vector along the most aligned left and up axis of the rotation
Make these functions more readable
Why does SerializedProperty have 4 virtual methods to get attributes?
Fixed SerializedList.Parent
Add IMaterialSetter for material drops
UseRenderMeshes for material drops as they don't care about tags
Add arrow key nudging to scene menu https://files.facepunch.com/layla/1b2411b1/sbox-dev_jsu3UScQxU.mp4
Build runtime models ray trace objects with mesh collision data, this makes more sense for now and doesn't fuck up triangle order when you want multiple materials
Change nudge shortcut to Alt+ (blocks text input otherwise)
Gimzo -> Gizmo
Approximate hull for sphere collider when it has non uniform scale https://files.facepunch.com/layla/1b2511b1/sbox-dev_cEmmJpViho.mp4
Check for non uniform scale properly
Apply scale to Prop gibs
Add .sln to default gitignore
Downloading dragged assets easier to see
Do something similar in hammer (Downloading dragged assets easier to see)
Fix component selector sometimes getting stuck half way
If an animation finishes before the Layout does its size/position adjustments the layout will have final say. Issue exposes itself at low framerates or animation time of 0
Resolves sbox-issues/issues/4890
Fix SegmentedControl displaying wrong when size changes during animation
Resolves sbox-issues/issues/4497
Disable context menu for live game scene tab
Resolves sbox-issues/issues/4856
Rotation FromAxis & RotateAroundAxis remarks
Resolves sbox-issues/issues/4930
Translation.TryConvert can perform implicit conversions
Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦
If drag drop trace doesn't hit anything, try hitting grid plane
Possible fix for custom node hotload bugs
Facepunch/sbox-issues#4946
Facepunch/sbox-issues#4976
Facepunch/sbox-issues#4977
Don't clear all attributes when popping a layer
Preserve everything (so we keep scissor attributes etc)
Fixes sbox-issues/issues/4971.
Update Facepunch.ActionGraphs
Fix copy/pasting scene ref nodes
Rewrote scene.ref node
* Has a useful error if referenced object isn't from same scene as graph
* Shows icon of referenced type
* Nicer serialization
Don't mark scenes unsaved from Selection
* Exposed issue where EditorTool wasn't adding to the scene's EditLog and marking unsaved, also fixed
Resolves sbox-issues/issues/4776
Update Editor.Trace summary
Resolves sbox-issues/issues/4786
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
Don't prompt scene saving for editor sessions that are GameEditorSession
When cloning a GameObject, inherit name (unique) from source
Fix NRE when trying to access Game.Overlay stuff without a modal system
Determine fate of network objects when owner disconnects (#1463)
* Can specify what happens to a network object when owner disconnects - don't love the naming
* Unused usings
* Some cleanup
* DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
Fixed [Sync] vars on private properties in base classes not being registered. What a strange one! Fixes Facepunch/sbox-issues#4916
Fix a couple instances of scene not being marked as unsaved
* Adding a component
* Modifying the transform, name, or enabled state of a GameObject from the inspector
Pressing the play button when viewing a prefab works
This assumes the best non-prefab scene for you in this order:
1. Current viewed scene
2. Last viewed scene
3. Closest scene to the left of the prefab
4. Closest scene to the right of the prefab
Resolves sbox-issues/issues/4692
More informative vulkan init failed message
Panning in scene view clears camera's velocity and target
Resolves sbox-issues/issues/4788
Gizmo toggle is checked when gizmos are on
Gizmo.Draw.ScreenText flags defaults to LeftTop
Resolves sbox-issues/issues/4574
Fix F / scene framing also getting interrupted by camera's smoothing
hair LODs
Filtered TreeView items aren't selected with shift select or arrow keys
Resolves sbox-issues/issues/4516
Can continue shift+selecting in TreeView to modify selection
Resolves sbox-issues/issues/4517
A couple small SceneTreeView improvements
* Clear TreeView selection by clicking in empty space
* Added a button to clear filter text
* Search filter responds as you type
* Minor style adjustments
Sandbox.Generator: don't run some unneeded codegen in intellisense.. ISourceGenerator is obsolete and slow and we should figure out how to make this an IIncrementalGenerator
Pixmap.UpdateFromPixels: Support RGBA8888 imageformat
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
Not needed
remove Access Control config (unused)
Allow projects to skip whitelist (standalone, menu etc)
Menu project skips whitelist
Create menu-main.scene
Render menu ui after game ui (cc @DevulTj)
Render loaded menu scene
Can open/edit menu project
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
Compile GameResource if their source changes (external changes, disk saving)
Forgot the interop somehow
Signal value changes for GameObjectControlWidget
Signal value changes for ResourceControlWidget too
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
Catch razor errors, report them nicely
Optimize LerpProperty
When doing input, use panel's ZIndex to determine order
MainMenu is a ScreenPanel
Cleanup
Panel Recursion errors no longer throw full exceptions
Consider panels visible until their transitions have ended
Create menu-main.scene_c
style Overflow returns Scroll if -x or -y are scroll
Add GameJam category
Fix hotload error involving duplicate properties
Some more hotload skipping for TypeLibrary stuff
Update Facepunch.ActionGraphs
Fix in parameters
Fix sound.play node regression
Add Sweeper sample
Don't query global stats for local games
Add samples folder
Optimize use of Styles.IsDefault
Slightly improve component selector search
i.e. "MyComponent" will find the "My Component" component
Fix scene asset drag drop not working while an asset is already selected
Merge branch 'master' into managed-soundsystem
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