19,538 Commits over 3,990 Days - 0.20cph!
Add Sphere.RandomPointInside
Add Capsule.RandomPointInside
Add HitboxSet.Hitbox.RandomPointInside
Http Post retry on connection error
Add Sphere/Capsule/BBox/Hitbox.RandomPointOnEdge
Create ParticleTextRenderer.cs
Can use [Range] on fields
When converting a Color to a Color32 if it's HDR then normalize instead of clamping
Expose ParticleEffect.ParticleBounds and MaxParticleSize
We don't use nethost anymore
TextManager becomes TextRendering, exposed function to get cached texture
Allow more sections 🙈
Show authors on news sections
Keyboard/swipe navigation for news
If > 10% of users got errors, show error rate on card
Add balls to focus view
Position text editing palette better
Add new news sections to the bottom
News section focus view
give-me-that header link
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Fixed W,E,R binds not working for object tool being set automatically
Made F3 Shortcut type Window instead of Application.
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Make net_debug work in game
Only fire global input handlers once at app-level
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
memset LightIndexMapping so it doesn't contain junk
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Bin Shortcut
Move scene shortcuts back to static class now that they work properly (ty sol)
Fix NRE for non-english layouts
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Clear usage data on list update
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png
sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly
Update SkyBox2D component to apply tint to IBL environment probe
https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
Fix black cubemap fog on hammer
Don't swallow shortcuts on same widget.
Make all tool shortcuts target the SceneViewportWidget
Update PackagePopup to show the information in a much cleaner way
https://files.facepunch.com/CarsonKompon/2024/July/31_13-50-DeliciousSora.png
Show how many assets/icons would be rebuilt when right clicking a folder. Don't show option at all if there are no assets in the folder.
https://files.facepunch.com/CarsonKompon/2024/July/31_16-20-StaidMonkfish.png
Do the same thing with right clicking anywhere in the asset browser (for the current folder)
Draw Camera Speed Overlay in Scene Viewport when changing the speed with mouse wheel
https://files.facepunch.com/CarsonKompon/2024/July/31_16-58-MonstrousIrishredandwhitesetter.mp4
Added Clear button to Editor Keybinds (allowing you to remove binds)
https://files.facepunch.com/CarsonKompon/2024/July/31_18-00-EmbarrassedHoki.png
Fix `video` getting called twice from F6 bind
Invoke shortcuts when focused on a line edit if the shortcut has a CTRL or ALT modifier (Fixes CTRL+S in a textedit)
Add EditorShortcuts.BlockInputs. Block Shortcuts while right/middle clicking on Scene Viewport.
Added "Current Project" to Special group in Asset Browser
https://files.facepunch.com/CarsonKompon/2024/July/31_19-14-MindlessEnglishpointer.png
Added Drag-and-Drop support to Folders in the Asset Browser
https://files.facepunch.com/CarsonKompon/2024/July/31_19-25-SmoggyIndianrockpython.mp4
Added support for renaming folders via the Asset Browser.
Clicking and Dragging Folders in the Asset Browser now updates the asset so it is reflecting the new path.
Can now resize Editor Keybinds window to see the full list
Can now move multiple files from File Explorer into Asset Browser in one drag
Prevent dragging into same folder
Prevent merging folders into current directory when dragging
Include revision with error report
Updating SDL2
Don't cull baked lights
Remove these sdl headers from vpc
Set light index mapping if we have a bake light index
Fix shortcuts like Ctrl+Z in ActionGraph
@CarsonKompon let me know if this isn't the right solution here
Make TreeView item renaming more explicit, share same rebindable shortcut
Pretty up shortcut hints a bit
Add more context menu shortcut hints
Make frame selection behaviour more consistent
Don't send Ctrl+C/V/X shortcuts when in a text field (since you probably only wanna do that in the text field). Resolves Facepunch/sbox-issues#6057
Be a bit more explicit with CTRL+C/V/X so other shortcuts work.
Don't use Shortcut as type "Window" when forcing Shortcut . Fixes F5 not being called when game view is in focus.
Added shortcut for pause (CTRL+F5)
Unset light index mapping uses blank light constants to kill off the light
Determine major Key Names from NativeKeyCode before anything else. Fixes non-english keyboard layouts (Facepunch/sbox-issues#6044)
Make CTRL+A in Asset List a Shortcut
Add CTRL+A shortcut to Select All in scene
Added warning icon to Editor Keybind widget with tooltip telling you if two binds share the same key(s).
https://files.facepunch.com/CarsonKompon/2024/August/01_13-28-InfiniteHarvestmouse.png
Make Asset Browser use Editor binds since they have no reason to be separate.
Added Position slider to Gradient Editor widget. Also added Delete shortcut.
https://files.facepunch.com/CarsonKompon/2024/August/01_14-22-HalfMoth.mp4
Removed some empty functions now that they have been moved to Keybinds
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Some refactor, try to branch out with convar where possible
Make internal for now
Remove net_experiment convar
Network protocol++
Send if unreliable anyway - should be acceptable it'll either drop or not
FPArms: added "Only_Weapon_no_IK" weightlist
Merge branch 'master' into game-exporting2
Put Create News Post at the top
News style tweaks
Fix video uploads
ModelDialog footer button gap
Position section edit buttons where we can find them
Add autoplay to video block
Fix page stretching
Keep an updated count on packages showing what % of users are experiencing errors
SortLive in this search index was a disaster don't bother with it
Hash events by steamid instead of ipaddress to get more accurate dcounts
Include revision with error report
Filter out bad quality packages
Fix warning
Add SteamServerTest unit test
Add HumanAltModel to Clothing
Fix api page getting too wide
Api search debounce
Style update
Post reports to slack
Add GameObjectSystem.StartUpdate
Add Plane.Position
Move the Physics DebugDraw to ScenePhysicsSystem
Add GameObjectSystem.Stage.SceneLoaded
Add Stage.StartFixedUpdate, Stage.FinishFixedUpdate
Fix setting the initial position on an object create in a FixedUpdate wrongly lerping to that position
Fixes sbox-issues/issues/6002
Don't let people create or destroy GameObjects in a thread
Add start delay to particles
If the benchmark can't access the backend, just quit (like if azure is down)
Fix package caching in other thread errors
When copying project template files, allow overwrite
Warn if couldn't make cookies backup
Remove unused
Remove unused
Remove dbghelp.dll from bin folder, see how much chaos it causes
Revert "Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end"
This reverts commit 7dd50b001d043165f5389e4dcb64e8fcbc6faabd.
Revert "Make CallbackBatch 'safer' by making it always require a scene"
This reverts commit f3fdd37d24ebbaf66cbb92b47582e6a12a559532.
Re-apply OnPropertyDirty fixes
Fix Component.Destroy CallBacth error
Component.Task returns a cancelled TaskSource if no GameObject
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
Fix NRE in LibraryDetail
Fix NRE in EnumControlWidget
More missing dependancy diagnostics
Reset error report counters between games
Better fingerprinting
Error report unit test
Diagnose startup problems by testing individual assemblies before launching
Report native library not loading as a special exception
SystemInfo has StorageSizeAvailable, StorageSizeTotal
Rename ErrorReports to NativeErrorReporter to create a distinction
Load version info as soon as possible
Move error reporting out of Bootstrap
Catch startup errors
Fix NRE in VrHand.cs
Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this
Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet
Diagnose sockets[i] somehow being null
Fix NRE in Input.Process
Ignore NaN positions with a warning instead of an exception
Fix being able to double destroy components
Make CallbackBatch 'safer' by making it always require a scene
Add twist/pull forces to particle effect
https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4
We don't need two terrain scenes
Fix MapInstance NRE, add breadcrumbs
Fix NRE in Package.FindAsync
SceneObject: If the model is bad, just use an error model
Nicer exception when __sync_SetValue exceptions
Ship with pdb's to our managed dlls
Fix NRE in SoundEvent.GetNextSound
Retry download after a HttpRequestException
Diagnose NRE in ProcessIncomingMessages
Fix NRE in TickSceneStats
Fix NRE in ReceiveMessagesOnChannel
Check there's an active scene when calling ISerializer on GameObject/Component
SerializerPacker wraps reader/writer and prints errors
Handle inability to save cookies
Protect against host being null when downloading network files
Keep a count of the number of hosts a lobby has had
Mark lobby as toxic if became owner while joining
LargeNetworkFiles output num files
Tweak JoinBestLobby logic
Don't show toxic lobbies
Fix RunDownloadQueue using wrong connection
Don't disconnect from own server and mark it as toxic!
Disconnect from active lobby if it becomes toxic
Only show lobbies of the same game build
Fix error when map couldn't be downloaded
Less simultaneous downloads
Add some high level sentry breadcrumbs
Fix possible NRE in network connect
Add commented out DSN for testing sentry un-rate-limited
Fix NRE in Prop
Add breadcrumb for failed downloads, let us diagnose why it's happening
Don't let OnNetworkSpawn errors break everything
Tweak how httpimages are loaded to make errors more obvious
Wrap RPC resume so things don't fall to bits if it errors
Fix NRE in Rigidbody.OnDisabledInternal
Fix WorldPanel NRE (if the underlying panel gets deleted, somehow)
Don't report TargetInvocationException, report its InnerException
Fix steam callback crash
Fix text cannot be empty exception
Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException
Promote task exceptions to errors, instead of warnings
Fix possible project startup NREs
Fix creating contest not working
Fix contest ratingbar guid always being the same
Don't show future contests
Contest list page
Fix NRE in SceneNetworkSystem.OnLeave