8,166 Commits over 3,837 Days - 0.09cph!
Test GuidMap in cached fast path
Fast path for cached graphs
Make hotload_fast persist
Add Fast Hotload option to editor preferences
https://files.facepunch.com/ziks/2024-09-17/sbox-dev_iWfk25clOn.png
Set SourceLocation when creating action graphs in editor
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Fix expected type for constant value links
Fix Either.CreateType( typeof(Signal) )
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Make sure action graph debugger inits immediately
Fix possible error when saving GameResource action graph
Shorter ActionGraph diagnostic message category
Update cached ActionGraphs when re-deserializing GameResources
Prune unused child nodes during validation
Was doing this when removing links, but this would sometimes break graphs during deserialization
Remove libstates
Add libstates as a submodule
Update libstates
Use GameObject.Clone instead of GetPrefabScene
Fix #16 for NetworkSpawned objects
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
CacheForceLoadExposed test
Allow calling Remove() on removed elements
Fix deserializing into existing graph with array element links
Add SerializationOptions.ForceUpdateCached
Add way to not increment ChangeId after housekeeping validation
Set SourceLocation in cached deserialize
Set SourceLocation in Serialize, if null
SerializationOptions scope refactor, add WriteCacheReferences
Version bump
Store node properties as a JsonObject
Fix order inconsistency
Add ChangeId to model, deserialize cached if changed
Version bump
Store node properties as a JsonObject
Fix order inconsistency
Add ChangeId to model, deserialize cached if changed
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Move aliases to ISourceLocation
ActionGraphCache: aliases
Add diagnostics to console on first open
ActionGraphDebugger: resolve original Guid
Fix AssertNoGraphErrorsInScene test
We were counting some graphs twice before
Select target object when inspecting ActionGraph
Make ActionGraphStackLineHandler pattern more lenient
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Inspecting a cloned ActionGraph edits original (#1663)
Write null instead of trying to serialize invalid GameObject / Component
Attempt to support both types of prefab instances in one places
Don't PostDeserialize child objects multiple times
Attempt to support both types of prefab instances in one places
Write null instead of trying to serialize invalid GameObject / Component
Make ActionGraphStackLineHandler pattern more lenient
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Inspecting a cloned ActionGraph edits original (#1663)
Reapply "Add ActionGraph.SourceLocation"
This reverts commit 69982f5ae0aa3b6b072be3bfd5e6e28862709913.
IActionGraphCache.Add() takes in a Guid