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390 Commits over 214 Days - 0.08cph!

Custom Subgraph Nodes now detect sampled textures and allow you to change them as properties Display Default Values on unconnected inputs of Subgraph Nodes https://files.facepunch.com/CarsonKompon/2025/January/22_15-34-AnyAllensbigearedbat.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 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 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 Fixed NRE when FunctionResult name is left null Subgraphs no longer attempt to generate a .shader file, and will run error checks in the graph on Save FunctionResult Inputs now maintain connections upon being regenerated FunctionResult node generates inputs before creating connections to ensure connections are always deserialized correctly PlugInfo correctly uses property name if no [Title] attribute Refactor Result node into an abstract BaseResult class which Result and now FunctionResult can both inherit You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window. https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4 Can change Preview Blend Mode/Shading Model/Domain in Subgraphs Implemented all other preview types for FunctionResult Fix GraphCompiler failing when using Unlit in Subgraphs Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset Fix error when deserializing SubgraphNodes SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without. SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed. https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4 Double Clicking a Subgraph Node instantly opens the Subgraph Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4 Add [Hide] to TextureCoord.Title override Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons Created ITextureParameterNode and started custom inpsector editor for when texture samplers are present
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
Add [Hide] to TextureCoord.Title override Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
Yesterday
Double Clicking a Subgraph Node instantly opens the Subgraph Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
Yesterday
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed. https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
Yesterday
Fix error when deserializing SubgraphNodes SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without. SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png
Yesterday
Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset
Yesterday
Can change Preview Blend Mode/Shading Model/Domain in Subgraphs Implemented all other preview types for FunctionResult Fix GraphCompiler failing when using Unlit in Subgraphs
Yesterday
You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window. https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4
Yesterday
FunctionResult node generates inputs before creating connections to ensure connections are always deserialized correctly PlugInfo correctly uses property name if no [Title] attribute Refactor Result node into an abstract BaseResult class which Result and now FunctionResult can both inherit
Yesterday
Fixed NRE when FunctionResult name is left null Subgraphs no longer attempt to generate a .shader file, and will run error checks in the graph on Save FunctionResult Inputs now maintain connections upon being regenerated
Yesterday
Added SoundscapeTrigger.Volume so you can control the volume of a Soundscape from the component Added more property/enum docs to SoundscapeTrigger and gave TriggerType entries [Icon]
6 Days Ago
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
7 Days Ago
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
7 Days Ago
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
7 Days Ago
Disable PathWidget "Copy Relative Path" if the path is not within the Project's Assets folder, just like files/assets.
7 Days Ago
Fix Asset Browser Forward Button enabling/disabling based on the Back Button instead of itself.
7 Days Ago
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
7 Days Ago
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
8 Days Ago
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
9 Days Ago
Make the Step property affect the sliders within ShaderGraph. Resolves Facepunch/sbox-issues#3852
9 Days Ago
Added [IconName] to EditorActionGraph.Icon
9 Days Ago
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
9 Days Ago
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.
9 Days Ago
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)
9 Days Ago
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
10 Days Ago
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
10 Days Ago
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
10 Days Ago
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
10 Days Ago
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
10 Days Ago
Unlocking the Inspector will instantly inspect your current selection if different
10 Days Ago
Fix NRE when dragging SoundFiles onto the "+" button in a List. Also fixed dragging for other resources. Facepunch/sbox-issues#7197
10 Days Ago
Clear changes in EditorSession Undo when making a full snapshot so we don't get a duplicate empty Undo entry
10 Days Ago
Create Undo Snapshot for Paste and Paste as Child. Resolves Facepunch/sbox-issues#7372
13 Days Ago
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
13 Days Ago
Can now Rename folders from the Asset Browser. Resolves Facepunch/sbox-issues#7351
13 Days Ago
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.
14 Days Ago
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)
14 Days Ago
Change PlayerController [HelpUrl] to the sbox.game URL Replace animation [Header]s with [Group]s in PlayerController for consistency with the other tabs
14 Days Ago
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..
15 Days Ago
Add Scene, Prefab, and Sound to the top of the New Asset menu for ease-of-access. Resolves Facepunch/sbox-issues#7003
15 Days Ago
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
15 Days Ago
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
16 Days Ago
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
16 Days Ago
Fix Soundscape Stings not working. Resolves Facepunch/sbox-issues#7324 Added ability to target a mixer on Soundscape Component. Resolves Facepunch/sbox-issues#7323
17 Days Ago
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
17 Days Ago
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
17 Days Ago
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