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5,121 Commits over 1,552 Days - 0.14cph!

6 Months Ago
Add Editor.FileSystem.Config Add string.GetFilenameSafe() Layouts are stored in game/config/editor/layout/ Add/Update default layout
6 Months Ago
Add a small cache on Timings.Get Extra checks in ByteStream Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
6 Months Ago
Fixed prefab scene bullshit Fixes sbox-issues/issues/5636 Fixes sbox-issues/issues/5635
6 Months Ago
Fix bytestream overflows (and add test) Make a bunch of stuff sealed
6 Months Ago
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
6 Months Ago
Restore conversion from .object to .prefab Fix NRE in SceneWidget when scene is deleted Fix PrefabScene placeholder loading whole scene
6 Months Ago
Scenes free their SceneWorld/PhysicsWorld/GizmoInstance on close/destroy/finalize
6 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting Fix ControlSheet stretching horizontally Store variables in the prefab's RootObject, makes most sense Variable star opens a menu instead PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png Fix prefab changes not updating after save UI tweaks Remove Scene.Save - way too confusing Merge pull request #1603 from Facepunch/prefab-variables Prefab Variables
6 Months Ago
Remove Scene.Save - way too confusing
6 Months Ago
Fix prefab changes not updating after save UI tweaks
6 Months Ago
PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png
6 Months Ago
Variable star opens a menu instead
6 Months Ago
Store variables in the prefab's RootObject, makes most sense
6 Months Ago
Fix ControlSheet stretching horizontally
6 Months Ago
Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting
6 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end
7 Months Ago
Fixed scene selection not updating when switching active scene
7 Months Ago
Scene tab fixes - Fix scene tabs being invisible when restoring layout - Save/restore scene tab position in window state - Place new scene tabs with existing scene tab when possible
7 Months Ago
Fixed ability to create an infinite destroy loop in QObject ToolWindowManager: don't delete a window if we're removing it as a result of it being deleted Add TypeLibrary.Create<T> that accepts args Add GizmoInstance.Clear Add DockManager.RaiseDock( Widget ) Move ShowCloseDialog to SceneEditorSession (it makes no sense on GameEditorSession) EditorMainWindow exists during startup, but made visible after startup Add Scene.Editor.FrameTo (replaces hacky "scene.frame" event) that doesn't work with multiple active scene sessions) Make SceneEditorSession.Tick a member Make SceneEditorSession .UpdateEditorTitle non static Create a SceneDock for each open scene Give playing scene tab a proper name Add SceneEditorSession.BringToFront() Don't try to save tool widget windows that have no name Hide GameEditorSession + PrefabEditorSession , (its confusing people), refactor, document Clean SceneViewWidget a bit Use a different icon for prefab scenes
7 Months Ago
Add Gizmo.CursorMoveDelta , CursorDragDelta If we move the mouse while pressing a GameObject, clear it as pressed Move ObjectEditorTool to its own folder, to highlight that it's self contained Feed ToolManager to current SceneCamera when updating GameObject.GetBounds() returns a 1x1x1 square on the transform if no ModelRenderer's are found Add Gizmo.Draw.ScreenRect Cache ControlWidget type lookup Add GameObject.HasGimzoHandle (this is gonna change at some point) Get rid of this EntityPrefabEditor namespace Add Rect.FromPoints Add Frustum.FromCorners Add SceneCamera.GetFrustum( rect ) Refactor Gizmo.Pressed Move object selection to EditorTool Remove Scene.HasUnsavedChanges
7 Months Ago
Open editor undo system up, debug dock Delete SceneWorld objects when processing scene deletes Components/GameObjects start disabled when creating, to avoid enable and quickly disable Fix possible NRE when deleting camera Call SceneWorld.DeletePendingObjects when clearing scene Add Scene.Editor (ISceneEditorSession), allows game to talk to the EditorSession (gizmos etc) Also make selection its own undo system - don't need to save the scene on every click Fix undo system's snapshot system not complying with other undo actions
7 Months Ago
Add SoundHandle.Loopback, use voice_loopback to determine (for local voice) Bounce talking party member Mic icon when chatting
7 Months Ago
Switch to ServerGarbageCollection (we'll want to benchmark this when we have benchmarks) Multiple threads to handle garbage collection, utilizing all available CPU cores. Better performance in multi-core environments. Reduced latency due to parallel processing.
7 Months Ago
Add Sound.UncompressVoiceData Make Friend comparable Basic party voice chat
7 Months Ago
PartyRoom - run tick at set interval, cache owner Add Panel.ToggleClass Remove ButtonGroupConstructor Can change party title, capacity, public state
7 Months Ago
Fix enter/leave not updating chat box Add party_id to rich presence Add Connection.PartyId Add more CompileCodeArchive tests
7 Months Ago
Party chat on main menu
7 Months Ago
Fix buffer overrun (80% confidence)
7 Months Ago
Fix NotImplementedException in SteamLobbySocket - fixes sbox-issues/issues/5560 Sorry I'm an idiot
7 Months Ago
Switch from Marshal.SizeOf to Unsafe.SizeOf in a bunch of places where Marshal is wrong
7 Months Ago
Fix bone merged skinned model first frame being wrong PartyRoom.SendChatMessage
7 Months Ago
Make lobby callbacks interface based, simpler, easier
7 Months Ago
Add retry resilience to DownloadString
7 Months Ago
When finding files to publish, also look in libraries
7 Months Ago
Highlight parties that are playing a game
7 Months Ago
Tweak to avoid game join timeout
7 Months Ago
Lets put a social bar on the pause menu
7 Months Ago
Fix not following leader into MP game
7 Months Ago
Validate download size in CodeArchive test
7 Months Ago
Retry downloads 3 times on non success status error
7 Months Ago
Follow party into network game
7 Months Ago
Replace old friend menu
7 Months Ago
Party wip
7 Months Ago
Move InterpolationBuffer to Sandbox.System Cleanup Sandbox.Game Remove unused steamworks stuff
7 Months Ago
Fix DelegateFunctionPointer making traces slow
7 Months Ago
Add pause menu Add Game.Overlay.IsPauseMenuOpen
7 Months Ago
Change how escape button works, so it has a set path from game => menu -> tools Input.EscapePressed is no longer accumulated Input.EscapePressed has a setter, so you can prevent it doing further things Break game window focus in editor if escape is pressed
7 Months Ago
Fix compile warning
7 Months Ago
Cleanup header bar
7 Months Ago
Delete ILobby Add softsplit.donut to codearchive test