240,745 Commits over 3,867 Days - 2.59cph!
Open scene menu when right clicking hierarchy tree background
Fix SpinComponent speed limit
Catch errors in undo
Fix GameObject.Clear not actually clearing shit
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update gm_construct.nav
Added walkable drop down only areas to elevated areas, such as roofs of certain buildings
Added some navarea functions
Added CNavArea.GetIncomingConnectionDistances
Added CNavArea.GetAdjacentAreaDistances
Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
Fixed water not rendering properly on Scene View in play mode
particles component
Tonemap sliders
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Save and Restore scene session camera state
Plumb in a fix for EntityPrefabEditor entity selection
Use ProjectCookie for scene last opened
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
See if we can convince it to compile editor addons during test
Write s&box.sln in unit test proper
artifact game log files when running test
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Leaderboard backup, run #6749
Enable colliders in editor session again
Create BVH and copy it to RnMesh_t (for tools)
BVH resource pointers point to rubikon data
Swap these bits around in bvh node because that's the order rubikon has it
Fix bloom being enabled by default
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Fix character collider bugs
Keep character controller trace consistent
Create ModelPhysics (doesn't do anything yet)
ModelCollider collider bones use the part transform
Cleanup
Select next child when deleting
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
Fix cell size of backpack inventory
Cherry pick flatbed prefab fix to Aux2 + manifest rebuild
Add materials back to BVH
Merge rail_network_link -> Aux2
Fixed train signal lights at low LODs
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
Try commiting GameUI.Inventory again
Native Vulkan submit, remove unused
Save RnHull_t on shape so tools can grab it later