5,121 Commits over 1,552 Days - 0.14cph!
Add CompilerName and AdditionalFiles to CodeArchive
Add CompileCodeArchive test
Generate schema as part of build
Hide some of these filesystem things, in hopes that the analyzer stops looking for zio
Update minor update packages
SkinnedModelRenderer: Don't let anything get in the way of deleting the sceneobject on disable
Include code archive when publishing
Don't copy filesystem dll to game root
ByteStream can be accessed from non-main threads
Add ByteStream.Compress(), Decompress
Can create compiler without file path
CodeArchive serialize/deserialize
Write code archive to filesystem
More compiler cleanup
Disable FastPathTests (left a comment for you @Metapyziks)
CompilerSettings becomes Compiler.Configuration, is a struct
Cascade ParseOptions down on each compile instead of trying to keep it up to date
Keep one list of references. Keep them in CodeArchive.
Cleanup, remove unused code
Api.Get return null if 404
Fix base project not compiling
Add new dlls to release archive
Move unittest razor/generator tests to compiler test
Generator: additional files presented as text rather than paths
Add additional tests
Compiler builds a CodeArchive and then compiles from that
Adding CompilerOutput, to consolidate the output of a compile
Ignore xml files in game/
Add Sandbox.Filesystem and Sandbox.Compiling
Fix unit tests not finding system assembly refs
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
Cleaning compiler
Filesystem Cleanup
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Make editor startup with missing components more unlikely (but not totally fixed)
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Lets update the refs while we're here - v7.0.408
Merge pull request #1567 from Facepunch/compiler-project
Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler.
Lets update the refs while we're here - v7.0.408
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Make editor startup with missing components more unlikely (but not totally fixed)
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
Fix unit tests not finding system assembly refs
Add Sandbox.Filesystem and Sandbox.Compiling
Workout bones and attachments on first set model
Read bone positions to GameObjects on first frame animate
Rate limit leaderboard queries
Start cleaning up menu bar
Add GameObjectFlags.ProceduralBone
Serialize GameObjectFlags, but selectively read them
SkinnedModelRenderer sets bones directly, reads back procedural bones
Make procedural bones a different color. allow toggling in inspector
Download bones on main thread
Try to avoid TransformChanged() getting called for each bone on animation
When setting bind pose, also reset the animhelper
Add SkinnedModelRenderer,ClearParameters
Fix one frame without procedurals
Add GameTransform.DisableProxy(), to disable the proxy in a scope.
Create TransformProxyComponent, which allows components to override the transform of a GameObject in a non destructive way.
Fix NRE in Component.Scene, Component.Transform
Add Rotation.FromToRotation (fixes sbox-issues/issues/5243)
Add more game tests
Revert "Delete GameManager (has been replaced by Game for ages now)"
This reverts commit 2f830e304e4c35781aacfe7577fb52ef02a84a7f.
Add more game tests
Add noblockaudio, player to default tag selection
Libraries can access base addon
Can specify mixer, mixers process their child mixers
Save mixerhandle using Name and Guid, so we can fallback if one changes
Mixers can turn off specializing, distance attenuation, occlusion, air absorption
Can change default mixer
Add brite, water, concrete dsps
outside dsps
More dsps
Define DSP presets from c#
Fix audiomixer processors not loading properly
Add Sound.DspNames
Move PhysicsLockControlWidget to ControlWidgets folder
Add DropdownControlWidget<T>
Add DspPresetHandle, editor to get dropdown
Strip steamaudio reflections
Remove SteamAudioScene and all that shit
Reapply distance attenuation
Reapply occlusion, transmission, air absorption
PhysicsWorld no longer needs these horrible events
Merge pull request #1557 from Facepunch/remove-steamaudio-reverb
Remove steamaudio simulators
PhysicsWorld no longer needs these horrible events
Reapply distance attenuation
Reapply occlusion, transmission, air absorption
Remove SteamAudioScene and all that shit
Strip steamaudio reflections
Add library_install command (for editor)
Mount asset filesystem from libraries
Uploading libraries allows fbx files
Add Game.Ident (fixes sbox-issues/issues/5435)
Revert "Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently"
This reverts commit 0985ef78fcb2e16747cb76f1e1c95a48d8567405.
Fix publish page missing on certain package types
Fix HasCodePath, HasAssetPath not working for single asset projects
Fix EventSystem null exception
LibrarySystem read/save version property, support switching versions
Write the version id with downloaded package
Update library template
Update library template
Cleanup
View package details
Fix local packages not showing detail
Start on Uninstalling, Switching Versions
Cleaner library adding
Retain upload case sensitivity when upload a source package
Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess.
Move CreateProjectFolders so it can be called from elsewhere
Package versions api
EditorUtility.DownloadAsync creates the folder, if it doesn't exist
LibraryManager can downloads and load the library