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19,538 Commits over 3,990 Days - 0.20cph!

5 Months Ago
When logging in, make note of whether we're using the editor or not target:packagename works again
5 Months Ago
When selecting a map auto select the ParentPackage game, if set. Default to Walker if not. Remove old "launcher", add map select to gamemodal Make package selector acceptable
5 Months Ago
Tweak FindPackage cache times
5 Months Ago
Only show collider Trigger actions if enabled Add ActionsComponent to replace Component.OnComponentUpdate etc Hide Component Actions in inspector (right click header to get them back), show Actions with other properties
5 Months Ago
Change most Menus to use ContextMenu so they get deleted when closed, instead of hanging around invisibly forever
5 Months Ago
Fix Menu.AboutToShow not getting called unless opening as a modal
5 Months Ago
Tweak node/actiongraph design
5 Months Ago
Can drag drop cloud prefabs into the scene
5 Months Ago
Wrap CallbackBatch exceptions so we know where they're being called from
5 Months Ago
Explicitly load the steamapi64 dll from the bin folder Fix menu music NRE Make Web.DownloadFile a bit more resiliant Fix NRE in Component.Loading Fix NRE in TrailRenderer Fix error reporter not reporting some package errors
5 Months Ago
Fix Json error
5 Months Ago
TextRenderer exposes BlendMode Fixed ScreenPanel not keeping screen dpi in bind when scaling down It's fine to call NetworkSpawn multiple times, just ignore it Wrap GameObjectSystem's init in a Scene.Push
5 Months Ago
Add JsonObject.GetPropertyValue Fix errors
5 Months Ago
Fix exception when creating new scene MapInstance - load resources from loading instance MapInstance - allow loading scenes as maps Publish scenes as maps When publishing a map, try to set ParentPackage Add Flag.WithFlag( Flag, bool ) Add GameObjectFlags.EditorOnly Make map preview less annoying
5 Months Ago
Add Component.DestroyGameObject()
5 Months Ago
Revert "Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)" This reverts commit 035076021d71fcd5a26354b916815f3da40d22fc.
5 Months Ago
This should fix errors not having version information Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)
5 Months Ago
Move Hammer stuff to its own project We don't need <Vulkan> in the editor title anymore Cleanup
5 Months Ago
Fix map fog sometimes not scaling by fogcontroller Fix duplicate not working on NotSaved gameobjects
5 Months Ago
Rename project file Move UI to its own folder Add IPlayerEvent Add PlayerFallDamage, player can die Update walker.sbproj Ragdoll collision rules Hud Update scene/prefab Inventory system, suicide, stats
5 Months Ago
Don't print the name of every loaded resource
5 Months Ago
Move a bunch of shit from GameNetworkSystem.* to Networking.*
5 Months Ago
Revert that experiment, there is no benefit HashSetEx actually doesn't need to defer adds
5 Months Ago
Revert "Remove GetAllComponents( Type type )" This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f. Implement GetAllComponents( Type type )
5 Months Ago
Log files use the process name Remove GetAllComponents( Type type ) Experiment: Does the boxing to object make any difference here
5 Months Ago
Update TargetFramework to net9.0 Fix changed MemoryMarshal.Write HotloadDll checks for net9.0 Replace FormatterServices.GetUninitializedObject with RuntimeHelpers.GetUninitializedObject Package updates Use ReadExactly instead of Read Fix MemoryMarshal.Write usage Comment out obsolete for now Disable PatchAMSI Update compiler embedded refs Update embedded System.Runtime.Versioning.TargetFramework version processor ignore net9 folder too Whitelist System.Runtime.CompilerServices.NullableAttribute Whitelist NullableContextAttribute Whitelist RefSafetyRulesAttribute
5 Months Ago
Remove unused
5 Months Ago
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check" This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c. Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes" This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
5 Months Ago
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem Reduce HashSetEx initial size Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
5 Months Ago
Test HashSetEx with iteration counter and deferred changes Fix NRE in UndoGameObject
5 Months Ago
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
5 Months Ago
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
5 Months Ago
Don't repeat NetworkSpawn logic, filter down to one function
5 Months Ago
Network the GameObject enabled status
5 Months Ago
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks Add Game.TakeScreenshot ComponentFlags.NotSaved is ignored when networking Move ShouldSave logic to SerializeOptions
5 Months Ago
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working Change BufferedHashSet to use a ConcurrentDictionary under the hood This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point. Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating Add GameObjectSystem<T>
5 Months Ago
GameObjectSystems can implement scene events * Replace Scene.GetAllComponents<T> with Scene.GetAll<T> * GameObjectSystems can implement scene events (Scene.RunEvent<T>) * GameObjectSystems can implement INetworkListener
5 Months Ago
animation: none clears animation Clear ragdoll bone initial positions after using them
5 Months Ago
Add GetBoneTransforms and GetBoneVelocities to SkinnedModelRenderer Doesn't make a difference, but run ApplyStoredParameters here Add ModelPhysics.CopyBonesFrom( SkinnedModelRenderer ) Add Component.Invoke( seconds, action ) Add Renderer.CopyFrom( Renderer ) GameObject.Network.OwnerConnection becomes GameObject.Network.Owner
5 Months Ago
Add Panel.Style.ResetAnimation and Panel.Style.StartAnimation Add Panel.FlashClass - which will add a class for a specified number of seconds Add Scene.RunEvent<T>
5 Months Ago
Fixed mix-blend-mode not working Fix mix-blend-mode not applying to layer if using filter: Fix filter: blur box cropping
5 Months Ago
Remove debug Specifying "Target Game" in addon project type will download and mount that game
5 Months Ago
Tweak trending order
5 Months Ago
Leaving note about pLayer->OverrideFrustum Fix stylesheet multiple watchers, add test assuring that updating stylesheet removes older styles Fix not removing shadows when resetting styles This optimization is bullshjit IsDefault doesn't need ToLower
5 Months Ago
Movie overlay test (make sure scss works in libraries) Fix moviemaker to use the paths
5 Months Ago
Tweak SerializedObject system so NoteChanged only gets called for the property that changed, and it cascades down - instead of every object on the way down ISceneEdited get a consistent "path" to the changed property
5 Months Ago
When changing position/rotation/scale of bone, automatically become procedural Undo deserialization updates objects rather than delete and replace Old OnEditLog undo tries to use new go/component localized system where possible
5 Months Ago
Revert "GameTask.DElay handles Time.Now resetting to 0" This reverts commit 7da7fedc23b6b20265341777b382ae0eb1627fc1.
5 Months Ago
Add VR to config Decibels are obsolete, hide them everywhere
5 Months Ago
GameTask.DElay handles Time.Now resetting to 0 Cleanup Api Flush stats/events/etc on shutdown