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