19,213 Commits over 3,898 Days - 0.21cph!
Package cleanup (#887)
Added singleton PackageManager which handles all package downloading, installing. LocalProjects are self compiling and their assemblies are used to mock a Package.
LUT fix
Remove unused
Documentation
Use robocopy to copy for the unit test project, because chatgpt says it's faster than xcopy
Turn the Log.Info's into Log.Trace's
More debug outputs
Compile to AnyCpu
Save addon.json when adding a project manually to update paths
Rename first page of publish wizard to make it more obvious that it's a wizard
Don't allow progress if there aren't any asset files - this indicates an issue
Fix game configuration not getting updated live when editing project settings
Highlight project that isn't compiling
https://files.facepunch.com/garry/313f4b6a-131b-42a1-9573-f7fecd3a2ed6.png
Local project compiles can partially succeed - which means that one broken addon doesn't destroy the whole startup
Remove GameExtensionsPage (confusing, redundant)
Delete unused files from visbuilder
Apply scale of ScaleAndMirror to particle nodes in ModelDoc
(Shift+)Tab scrolls TextEntry autocomplete
Addresses sboxgame/issues/issues/1190
Update cache optimized kd node
Placeholder icons for local projects
Addresses sboxgame/issues/issues/2468
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
Disable detailed hotload diagnostics unless hotload_log >= 2
Fixed game resource editor completely rebuilding when editing values
Fixes drag-editing floats for example not really working for sound scapes, etc
Increase default size of GameResource editor
So that soundscape editor is not squished and basically unusable without editing width every time
Fix WebPanelTest throwing NRE in debugger
.editorconfig changes to match Valve coding style better
Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles
Non Pow2 textures are allowed so make sure the tex coord scale gets set
Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c"
Recompile all assets - mainly upgrading legacy shader names
Make PlatformEntity.StartMoveBackwards/Forwards actually start moving, not just set direction
Prefabs: Add Scale control to Root Entity and don't reset it back to 1 when opening editor https://files.facepunch.com/devultj/1b2611b1/sbox_IEHx2r0LU0.mp4
Remove large_crate assets
Hair_Longbrown Test files
Fix precache error
Add test DownloadPackagesWithMatchingFiles and fix
Delete ServerContent class (unused)
Merge branch 'master' into package-cleanup
Delete BaseContent, PackageContent - client + server handle new packages being added
Don't add built in tool projects if not in editor mode
Fixed FileSend reading from the wrong filesystem
Don't try to send base content (like base addon shaders) that the client should already have via fileserv
Treat BuiltIn projects differently, hide them in the project just by default
This isn't indicative of a cyclic dependency
Fix everywhere I spelt dependency wrong
Try to load local packages first when a package has a reference (this needs more thought though)
Add RuntimeAddonReferencingRuntimeGame test
Fix AddGameProject test (path change)
Fix solution not generating
Add `global using static Sandbox.Internal.GlobalGameNamespace` to base addon
Wait for sln to be generated
Fix package content not mounting when pure client
Add LoadRuntimeGamePackage unit test
HotloadManager cleanup
Reinstate PatchAMSI
Wrap hotload sections with TryStartNoGCRegion
Build network asset list from PackageManager, delete RuntimeContent
Load local base addon if runtime game
Fix project list not loading
Only rebuild compiler if we need to
Add PackageReferences page to project settings
Add compiler and packagereference pages to library packages
Server uses PackageLoader
Fix LUT not working
Add Package.Download, consolidate logic
Fix VPK not mounting with new cache system
Add PackageManager.Install + Symlink refcounting
Simplify map download
PackageManager console commands
Delete AddonProvision.Map.cs
We'll find a better solution to this. For now we can consider this a niche issue - the solution to which is opening the map in the editor once.
The best solution is to save the editor addon list in the vpk - but only install them if we can somehow detect that we're a standalone map.
Add LocalProject unit tests
Don't double mount citizen + rust content
Remove symlink debug
LocalProjects add and remove projects on enable/disable
Project test fix
Take RequiredContent from active "server" packages
Delete SearchPath.cs, Content.cs
Process assemblies from PackageManager instead of running through ServerContent bullshit
Rename ServerPackages to ServerPackagesStringTable
Speed up unit test file copies
Move compiling to LocalProject, local runtime projects should act exactly like regular packages so we don't end up with two paths
Fix compilegroup not removing from recompile on compiler remove
Use a shared compile group for the localproject compile
Move RunFrame into EngineLoop
Set previousTime in RunLoop
Detect changes and rebuild local projects
Run steam callbacks in one place
Add PackageLoader (replacing GameAssemblyManager, unit testable)
Make Project Generator work a bit better with the unified local packages
Package loader test standalone addon
Tools code hotloading works again
Package loader test standalone addon
Tools code hotloading works again
Fix compilegroup not removing from recompile on compiler remove
Use a shared compile group for the localproject compile
Move RunFrame into EngineLoop
Set previousTime in RunLoop
Detect changes and rebuild local projects
Run steam callbacks in one place
Add PackageLoader (replacing GameAssemblyManager, unit testable)
Make Project Generator work a bit better with the unified local packages
Speed up unit test file copies
Move compiling to LocalProject, local runtime projects should act exactly like regular packages so we don't end up with two paths
Process assemblies from PackageManager instead of running through ServerContent bullshit
Rename ServerPackages to ServerPackagesStringTable
Delete AddonProvision.Map.cs
We'll find a better solution to this. For now we can consider this a niche issue - the solution to which is opening the map in the editor once.
The best solution is to save the editor addon list in the vpk - but only install them if we can somehow detect that we're a standalone map.
Add LocalProject unit tests
Don't double mount citizen + rust content
Remove symlink debug
LocalProjects add and remove projects on enable/disable
Project test fix
Take RequiredContent from active "server" packages
Delete SearchPath.cs, Content.cs
PackageManager console commands
Add PackageManager.Install + Symlink refcounting
Fix VPK not mounting with new cache system
Fix LUT not working
Add Package.Download, consolidate logic
Add Typelibrary.GetMethodsWithAttribute
Add ThumbnailRenderAttribute
Add IResourceCompilerContext.def
Add Asset.OverrideThumbnail( pixmap )
Prefabs have thumbnails!
https://files.facepunch.com/garry/b3633834-6291-42da-80d3-d51924e0a2fe.png
Move ThumbnailRendererAttribute
Move stereo rendering to GameDebug menu
Add Visualize Scene Objects to GameDebug menu
Added a bunch of debug view options https://files.facepunch.com/garry/6a9d8907-6204-4a78-8856-49eab947739f.png
Prefab adds component after deserializing so variables are set before Activate is called
Prefab Component - default values
Name the new component after its type
Add ModelPhysicsComponent
Add RenderColor to prefab model
https://files.facepunch.com/garry/627ef066-e1dd-4a07-a2ed-5797dae530fe.png
Add SceneCamera.Worlds (for adding multiple worlds)
Plumb renderpipeline so SceneCamera can add its extra worlds
GizmoInstances create and maintain their own SceneWorld
GetPositionOnPlane draw plane when hitbox.debug
Fix position gizmo arrow wrong plane
Package.FetchAsync can skip cache
This reverts commit e04575555373f3d6faca204fe56d705a9aaa95be.
Revert LineEdit change (controls should only signal changes when changed, not when first set)
Change how errors are displayed in project publish
Hide prefab/prefabguid in entitycomponent in inspector
Can drag and drop models/prefabs into the game
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▉▊▅█▊▇▌▄▊▇▇: ▉▉▍▉▇ ▍▉, █▍▇▊▆, ▇▄▇▇▉, ▄▉▌▊▋█▊ ▊▇▆▋▌▋█▋ ▊▌▄▆▄▍ █▊▇▊▆▌▍ ▇▌█▇▍▇▍▅ █▊▌▅▆▌▍ ▊-▋ ▊▆▌ ▌▊▉▄▄▇▉▊▌▉ ▄█▉▊▇▉▌ (█▌█▉▊ ▆▅▆▅ ▋▅▉▄▉▍ ▄▄ ▄▋▆▇▆ ▊▋ ▇▆▌ ▊▇▊▉▉█▋▇ ▌▌▇?)
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▋▌▆▊▇ ▆▄▄▌▄█ '▍▍▄▉▍▍' ▆▊ ▌██▄
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Move cloud model spawning logic to engine
Fix prefab editing https://files.facepunch.com/garry/d7bde31a-1523-4e1d-963e-9c5fc7f0b81b.mp4
Can drag and drop models, cloud models, prefabs into the game view
Add Camera.Size
Add SceneCamera.GetRay
Fix main camera size not being set properly
Pass drag and drop through to server
In tools, when the mouse leaves the game view make it a passive child, so dropping files on it will pass down to Qt and let us do stuff. Restore it back to normal when hovered or console key is pressed.
Add BlockingLoopPumper
Qt Drag and drop is no longer blocking by default - Added Drag.ExecuteBlocking
When pressing the console key in editor, only focus the console if it's already visible
Remove unused
Merge branch 'master' of sbox