1,101 Commits over 214 Days - 0.21cph!
Fix AssetPicker errors and use new AssetPicker.Create syntax.
Fix NRE when attempting to save with unresolved errors
Guarantee IsSubgraph is set properly from the ShaderGraph window
Only Update FunctionResult.Inputs when necessary instead of when accessed.
Add PlugInfo.GetInput() and serialize PlugInfo.Name as the property name instead of display name
Rename "Inputs" -> "Outputs" on FunctionResult since that's technically more accurate
Instantly update the Result node when Outputs are modified
https://files.facepunch.com/CarsonKompon/2025/January/16_16-18-WarmIncatern.mp4
FunctionResult node will produce Errors preventing compilation
https://files.facepunch.com/CarsonKompon/2025/January/16_16-48-VictoriousBrownbutterfly.png
Add ShaderGraph.IsSubgraph and add "Shader Sub-Graph" to the New Asset menu
Shader Sub-Graphs are now saved with the `.shdrfunc` file extension despite being the same asset (just so it can be registered with a different icon and filtered against in the Asset Browser to reduce user confusion)
Give .shader, .shdrgrph, and .shdrfunc assets different colours in the Asset Browser
Don't include BlendMode, ShadingModel or Domain in Subgraphs
Don't include "Material" ShaderNode in the Create Node/Palette menus of Subgraphs. Ensure proper extensions are used when opening the respective file types.
Add PlugInfo and make BaseNode.Inputs and BaseNode.Ouputs virtual.
Added FunctionResult ShaderNode, can only be created in Subgraphs and is created as the default node in newly created Subgraphs
Fix Shader Graph wanting to save/load as sub-graphs
Make sure [Title] attributes are still respected with PlugInfo
FunctionResult can now have a variable amount of inputs of varying types defined by a Dictionary. These are to be used as the outputs of the eventual sub-graph node
Use shader-specific types for FunctionResult Inputs
https://files.facepunch.com/CarsonKompon/2025/January/16_16-02-HumiliatingMorayeel.png
Disable PathWidget "Copy Relative Path" if the path is not within the Project's Assets folder, just like files/assets.
Fix Asset Browser Forward Button enabling/disabling based on the Back Button instead of itself.
Add Context Menu to Asset Browser Path Segments. Resolves Facepunch/sbox-issues#7391
https://files.facepunch.com/CarsonKompon/2025/January/16_10-33-GreedyQuahog.png
When loading ShaderGraphs and a connected property cannot be found, check for [Alias] attributes. This will resolve issues where loading old ShaderGraphs would look for old variable names. Facepunch/sbox-issues#5822
Added [Alias] to Combine node since its output was renamed at some point
Unconnected ShaderGraph inputs with a default value will now draw the default directly on the plug. Can specify default properties with BaseNode.InputDefault.
https://files.facepunch.com/CarsonKompon/2025/January/15_12-07-TrustingSeaslug.png
More ShaderNode improvements
- Exposed InputDefault to all nodes that needed it
- Fixed icon drawing on a few Binary nodes
- Added color pickers to Blend node
- Can now specify certain default values without a connecting node for Remap, Lerp, Apply TRS and Smooth Step nodes
- Fix incorrect input types on a few nodes
Make the Step property affect the sliders within ShaderGraph. Resolves Facepunch/sbox-issues#3852
Added [IconName] to EditorActionGraph.Icon
Use proper grid-based background in all GraphViews by default (instead of just ActionGraph)
Add option to toggle Grid-Aligned Wires in ShaderGraph
Added OnPaint method to OneMinus ShaderNode for indicating node at a glance
Added Icons to a few of the Binary nodes in ShaderGraph. Don't display icon in header since it's already drawn on the node itself.
Added Icons to all the Texture, Transform, Noise, and Channel nodes in ShaderGraph
Added OnPaint overrides to a few more common ShaderNodes so they are easier to read/understand
https://files.facepunch.com/CarsonKompon/2025/January/14_15-12-ImmediateMartin.png
Add Icons to the last of the ShaderNodes that have fitting icons
Clicking off from the Color Picker in ShaderGraph will no longer instantly re-open it. Resolves Facepunch/sbox-issues#5897
ShaderGraph will no longer completely error out it can't find a node, and will instead create a "Missing Node" which resolves itself once the node is found. Resolves Facepunch/sbox-issues#5805
https://files.facepunch.com/CarsonKompon/2025/January/14_11-56-FloralwhiteGrackle.png
Don't rebuild the entire ShaderGraph UI when we hotload.
Added Cut, Copy and Delete options when Right Clicking node(s). Resolves Facepunch/sbox-issues#4096
https://files.facepunch.com/CarsonKompon/2025/January/14_10-42-DotingLoon.png
Added Paste Node(s) option when right clicking in ShaderGraph (only visible when nodes in your clipboard)
Added GraphCompiler.RegisterFunction, allows you to create your own custom ShaderGraph nodes without modifying the base addon.
Resolves Facepunch/sbox-issues#4141
Resolves Facepunch/sbox-issues#4389
Implemented the "Filter Properties..." TextEdit in ShaderGraph
Added ShaderGraph.Domain. Can now create Post-Process Shaders in ShaderGraph. Resolves Facepunch/sbox-issues#5866
https://files.facepunch.com/CarsonKompon/2025/January/13_17-38-PossibleAfricanrockpython.mp4
Added ShaderGraph.ShadingModel. Can now create Unlit Shaders via ShaderGraph. Resolves Facepunch/sbox-issues#6006
https://files.facepunch.com/CarsonKompon/2025/January/13_14-55-ShamefulPacificparrotlet.mp4
Added Icons to the BlendMode and ShadingModel enums
Add ConditionalVisibilityAttribute support to ShaderNodes in ShaderGraph. All plugs into the Result node are greyed out except for Albedo and Opacity when using Unlit Shading Model
Add [Group]s to the ShaderGraph nodes with InlineEditor so they can be collapsed and feel less cluttered.
Automatically size TextureSampler nodes so that Inputs don't overlap with the preview image
Added Texture Preview to Texture Cube node
Use [ImageAssetPath] instead of [ResourceType("jpg")] in Texture Sampler nodes
Fix Draw Order in ShaderGraph nodes, fixes certain nodes not showing their previews/icons
https://files.facepunch.com/CarsonKompon/2025/January/13_13-01-SlipperyQuillback.png
Added Icons to all Binary operations in ShaderGraph (Subtract, Divide, Mod, Multiply) instead of just Add. Resolves Facepunch/sbox-issues#6516
Can now Copy/Paste all properties from Feature tabs in Components and Resources. Resolves Facepunch/sbox-issues#7374
https://files.facepunch.com/CarsonKompon/2025/January/13_12-40-KnobbyIndianspinyloach.png
Unlocking the Inspector will instantly inspect your current selection if different
Fix NRE when dragging SoundFiles onto the "+" button in a List. Also fixed dragging for other resources. Facepunch/sbox-issues#7197
Clear changes in EditorSession Undo when making a full snapshot so we don't get a duplicate empty Undo entry
Create Undo Snapshot for Paste and Paste as Child. Resolves Facepunch/sbox-issues#7372
Close Dropdown Popups automatically when the parent Panel is hidden. Resolves Facepunch/sbox-issues#6893
Make the Server Browser a bit neater and added a header row.
https://files.facepunch.com/CarsonKompon/2025/January/10_14-14-BleakAfricanclawedfrog.png
Can now Rename folders from the Asset Browser. Resolves Facepunch/sbox-issues#7351
Added "Create Objects at Origin" to Editor Preferences
Move Widget Debugger and Input Debugger to the "Debug" menu instead of "Help"
Added ColorPicker.HasAlpha and [ColorUsage] attribute. Attribute allows you to specify whether or not a Color has Alpha or HDR options in the color picker.
Make ColorControlWidget support Color32
Fix Right Click -> Copy/Paste between Color and Color32 Properties
Make ColorControlWidget support ColorHsv. Add ColorHsv to TypeLibrary.
Open Color Popup on the correct initial color for Color32 and ColorHsv. Use FloatControlWidget for ColorHsv.
Added [IconName] Attribute for String Properties, creating an Icon Picker ControlWidget
https://files.facepunch.com/CarsonKompon/2025/January/09_11-26-LateSwordfish.mp4
Added Right Click -> Clear to IconControlWidget
Added Context Menu to DateTimeControlWidget (Set Month, Set Current Date/Time, ect)
Change PlayerController [HelpUrl] to the sbox.game URL
Replace animation [Header]s with [Group]s in PlayerController for consistency with the other tabs
Get more information from ControlSheetRow ToolTips, showing the C# Type and C# Property Name.
https://files.facepunch.com/CarsonKompon/2025/January/09_09-14-LateHorseshoecrab.mp4
Added ControlSheet.IncludePropertyNames, defaults to false. Only show C# Property Names in GameObject, Component, and GameResource inspectors.
Colour code the type names in Property Tooltips, also ensure property names don't show for Variable Prefabs..
Add Scene, Prefab, and Sound to the top of the New Asset menu for ease-of-access. Resolves Facepunch/sbox-issues#7003
Added [TargetType] attribute so you can only select a `Type` that derives from the target type. Resolves Facepunch/sbox-issues#7345
Added "None" option to TypeControlWidget
Ensure Facets are always reset in Cloud Browser
Added Type Filter to Cloud Browser when not already filtering by type. Resolves Facepunch/sbox-issues#7031
Added button to test sound component from the Inspector. Resolves Facepunch/sbox-issues#7348
Soundscape Component no longer overrides the volume of stings. Resolves Facepunch/sbox-issues#7346
Fix BaseSoundComponent not applying override values to SoundHandle properly
Implemented ILocalPlayerEvent.OnTakeDamage. Pass DamageInfo instead of just amount so we can get more info from the event
Added PlayerDamageIndicators Component, flashes a red vignette when taking damage
Added directional damage indicators when hurt
(lifetime is exaggerated for video)
https://files.facepunch.com/CarsonKompon/2025/January/08_10-07-TartFruitfly.mp4
Fix NRE when bot task tries to respawn after ending game/exiting play mode
Use IsOwner checks instead of IsProxy in `PlayerCameraEffects` so bot players don't affect the local player's camera
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug)
https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
Fix Soundscape Stings not working. Resolves Facepunch/sbox-issues#7324
Added ability to target a mixer on Soundscape Component. Resolves Facepunch/sbox-issues#7323
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246
https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
TilesetComponent no longer shows Layers in Inspector, instead has button to open in Tileset Tool
Automatically select the correct component when opening the Tileset Tool for the first time
Can drag a TilesetResource directly into your scene to create a new TilesetComponent
Create Undo Snapshots when dragging in Sprite/Tileset resources
Added Rotation.LerpTo/SlerpTo for consistency with Vector3.LerpTo/Angles.LerpTo/ect.
Fixed Revert Changes not working for Title/Org on Project Setup page of Settings
Added "Find in Scene" to GameObjectControlWidget context menu
https://files.facepunch.com/CarsonKompon/2025/January/06_09-32-OutstandingCuscus.png
InputActionControlWidget sets value to "" instead of null so value is serialized.
Add `UseFovFromPreferences` bool to PlayerController so you can disable and override the FOV without having to create your own camera component.
Fix NREs in the default Pause Menu for connected clients when game package is set to local
Undo some of this json stuff for now. Has a lot more edge cases than I thought....
Display default name in TilesetTileControl when tiles are unnamed
AutotileBrushListControl no longer shows add button when inspecting the asset, only in the Tileset Editor
Implemented "Inherit Autotile From" setting, display inherited autotiles in the brush list
https://files.facepunch.com/CarsonKompon/2024/December/20_10-14-LoathsomeWhale.mp4
Remove "NOT IMPLEMENTED" text from 15 tiles since it is implemented
Add a few NRE checks for niche edge cases
AutotileBrush.Tileset reference to associated Tileset. Fixed a few more edge cases
TilesetResource.GetAllAutotileBrushes() now returns new copies of the inherited brushes instead of the original brushes themselves, referencing tiles from this tileset in the same positions.
Fix TilesetResource.Tile deserialization error
More Documentation, removed unused code, fixed Tile.Copy(), and added internal setter to Tile.Tileset
Added JsonConverters for AutotileBrush so it serializes as refereces by default but serializes the entire brush within the associated resource.
Added documentation to properties/functions that were missing them
Make TilesetResource.InternalUpdateTiles() internal
Clearing the Tileset in a ResourceTileControlWidget/AutotileBrushControlWidget sets the value to null
Created ReferencedResourceWidget which the two controls now derive from
TileResource.Tile now implements IJsonConvert, only serializing info necessary to complete the reference.
Fix TileAtlas error
Fix NREs in AutotileTileControl
Fix another TileAtlas oversight
Refactored TilesetResource.Tile. TilesetResource has it's own JsonConverter to ensure data is serialized in it's entirety in the resource but not elsewhere (references)
Fix TilesetResource.AddTile and TilesetResource.RemoveTile
Make TilesetResource.TileMap internal and add TilesetResource.GetTileFromId
Created AutotileBrushControlWidget so you can have a reference to an Autotile Brush via a Property (and edit inline)
[Hide] a few variables that shouldn't be editable