8,063 Commits over 3,806 Days - 0.09cph!
Input / output signals can be synchronous or async
Got simple expression graphs working again, now with signals
Dirty include facepunch.libpolygon
Use new RPC filtering API
Always explicitly keep a reference to delegates passed to native (#1546)
Always explicitly keep a reference to delegates passed to native (#1546)
Add `--force-language <short code>` command line option
Script to import crowdin translations to Assets/Bundled/Strings
Automatically import merged Crowdin translations on build
New Crowdin translations by GitHub Action (#8)
Co-authored-by: Crowdin Bot <support+bot@crowdin.com>
Add workflow_dispatch trigger to crowdin action
Publish: handle libraries referencing each other during compile
Added UnicastAttribute / codegen
Warn in OnObjectMessage if ActiveScene is not set
Document UnicastAttribute
Ignore .idea and .sln
Update with working Sdf2DWorld functionality
Cleanup
Use new project structure
Use new libpolygon API
HideInEditor -> Hide
Use WIP [Unicast] RPCs
Added UnicastAttribute / codegen
Warn in OnObjectMessage if ActiveScene is not set
Added PolygonModelRenderer to help test
Localization sources: include weight in context, added weight category labels
Update localization sources
Localization sources: write weight in a separate field
Update localization sources
Re-use ActionGraphs when cloning / instantiating prefabs
Fixes Facepunch/sbox-issues#5374
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Fix remapping scene.ref nodes on cloned game objects
Use DisplayInfo.Hidden in node menu
Fix scene reference gizmos
Use DisplayInfo.Hidden in node menu
Start using DisplayInfo.Hidden
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Fix remapping scene.ref nodes on cloned game objects
Use ExposeWhenCachedAttribute instead of ITypeLoader.CanCache( Type )
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Link.IsNestedInput
ActionGraph delegates can override input values
Define types that must be exposed during cached graph serialization
Define types that must be exposed during cached graph serialization
Link.IsNestedInput
ActionGraph delegates can override input values
Link.TryGetConstant() / TryGetVariable()
Automatically remove unlinked nested nodes
Get rid of LinkSource, just use nested nodes
Update Facepunch.ActionGraphs
Use ActionGraphCache when cloning / instantiating GameObjects
Test scene for benchmarking cloning objects with ActionGraphs attached
Move editor addon .cs files to Code directories
Update .git-blame-ignore-revs
Benchmark cached vs uncached
Fix ReSharper error
Simplify ToDictionaryExpression
ActionGraphCache first pass
Make sure worker threads start when calling RunInThreadAsync( Action )
Log a warning if a task runs without yielding for more than 1s
Facepunch/sbox-issues#4608