243,459 Commits over 3,898 Days - 2.60cph!
more biome visuals compatible props and structures
Menu.AddOptions: support having headings at any depth
https://files.facepunch.com/ziks/2024-02-09/devenv_mRkCi2hCHa.mp4
Node list tweaks
Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused
Strip as much as I dare right now
Rebuild component type if method or property removed
Route SoundHandle through managed system, use speaker volumes etc
Fix invalid program involving value type inputs
Merge from main/map_entity_load_fix
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
Fixed recipes still sometimes calling for raw meat instead of cooked
Flag collider/bounds change to make it easier to melee dig
Check ingredients by item ID
Remove unused args
Add some more c# compatible funcs to CAudioMixBuffer
Add AudioBuffers, MixBuffer
When making meals, take stacks into account
Fixed missing deer kebabs
create mixer - can play sounds!
Leaderboard backup, run #9484
Added new teas to information panel
Added a poison warning if the tea is going to poison the player
Remove debug mode from explosive vis
New system, combine ingredients button
Try to do the shoelace formula manually
Rethinking. Let's see if we can base things on the existing furnace code again.
Added a modular car speed tea, can be inserted into a dedicated engine module via a radial option if the player has the appropriate tea in their inventory
Doubles engine power for 15 minutes
WIll heavily poison player for 10 minutes if consumed
Add horse laxative tea, doubles rate of dung production when consumed by a horse for 15 minutes
Horse still requires food to produce dung even while this tea is active
Added the ability for a Modifier effect to only apply to a type of entity
Added a Horse speed tea, increases top speed of horses by 30% for 10 minutes after being eaten by a horse
If consumed by a player they will be heavily poisoned for 10 minutes
Specify which members should get auto-expanded on double-click
Update Facepunch.ActionGraphs, fix filtering methods for parameter safety
Implement expression methods / outputs
Tea target type proto change
Using incorrect version of shoelace algorithm to correct volume of each room: it at least gives higher volume for larger rooms which will be good enough to show bigger rooms taking longer to heat up
Fix IsPure() for methods with out parameters
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly
Add backwards compatibility when deserializing component references (find type)
Started on ComponentDefinition GameResource
Proof of concept generate component type at runtime
https://files.facepunch.com/ziks/2024-02-05/sbox-dev_Ga8FKcNpIW.png
Implemented properties in component definitions
https://files.facepunch.com/ziks/2024-02-05/sbox-dev_KJpUex47QT.png
Fixed hotloading ComponentDefinition changes
BaseResourceEditor.SavedToDisk()
Started on a ComponentDefinitionEditor
Property editing mostly working
Get rid of Asset.SaveToMemory
Avoid re-deserializing GameResources after they have just saved to file
Fix ComponentDefinition not building on change
WIP editor for adding methods to components
https://files.facepunch.com/ziks/2024-02-06/sbox-dev_eh9gkCe81q.png
Generate method stubs based on component definition
Implemented calling methods on generated components
ActionGraphComponentTemplate
Action Graph editor tweaks
Fix Action Graph node pulsing being unreliable
Make sure graph is saved to file on Ctrl+S when embedded in resource
Create methods from inside the Action Graph editor
Action Graph: Double-click on a property to edit it
https://files.facepunch.com/ziks/2024-02-07/devenv_aHfLD4Qsb5.mp4
Action Graph: double-click on method node to go to definition
Use CodeEditor.OpenFile() when double-clicking nodes
https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4
Enter name when creating method out of nodes
ActionGraph, ShaderGraph: store view in cookie per-asset
Can create component properties from within the Action Graph editor
https://files.facepunch.com/ziks/2024-02-08/devenv_AN2eN6L2BR.mp4
Node grouping tweaks
More node list tweaks
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_gRcj5bOB44.mp4
Can directly use component properties as node inputs
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_sjs44F0SQM.mp4
Fixed private [Property] not showing up in node list
Menu.AddOptions()
Refactor GraphView to use Menu.AddOptions
TypeControlWidget now uses Menu.AddOptions too
More node list tweaks
Fix clearing and expanded output
Double-click on an output to auto expand / hide expanded outputs
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_KZJs1sxKKy.mp4
Fixed IsSeatClipping direction not being normalised
Merge fixes in some random prefabs
Copy faces from normal walls & floors to low wall, half wall, wall + floor frames & doorsways
Assign deployables to room(s) based on the floors they are on
Command to hide everything inside walls so esp cheats don't work
merge from fix_send_inventory_nre
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Fixed triangle center position being incorrect
Fix -180 degrees not being handled when discarding invalid faces
Triangles & squares both work when splitting into rooms
Fixed private [Property] not showing up in node list