8,073 Commits over 3,806 Days - 0.09cph!
Fixed some nodes not invalidating on hotload
Fix ActionGraph instance upgraders not getting added
Fix possible type mismatch when upgrading ActionGraph delegates
First pass at handling ActionGraph instances during hotload
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
Add essential system types to TypeLibrary (#1365)
* Add some essential System.* types to TypeLibrary
* Fixed TypeLibrary.GetType<T>()
* System type tests
* Simplify reflection in NodeLibrary
* Filter methods available to ActionGraph
* Add PropertyDescription.IsIndexer
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
Use AddType() directly when adding intrinsic system types
Hide indexer properties from ActionGraph for now
Hide some more methods from ActionGraph
Add PropertyDescription.IsIndexer
Don't include IsFamily members from System.* types
Filter instance methods a bit
Filter methods available to ActionGraph
Don't include ones with pointer / Span<> / byref parameters
Add Nullable<> as an intrinsic type
Simplify reflection in NodeLibrary
Fixed searching type hierarchy for accessible members
Add some essential System.* types to TypeLibrary
Fixed TypeLibrary.GetType<T>()
Directly call constructor instead of using Activator.CreateInstance in TypeDescription
To make sure it's a whitelisted one
WIP show const values for inputs on the node UI
Ignore static constructor in constructor access check
Another constructor visibility check
Remove all these test particles from triggers scane
.gitignore: don't ignore shader_c
Add sprite.shader_c
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
SkinnedModelRenderer derives from ModelRenderer
Added OnTagsChanged, tags cascade to child objects
Tags show differently depending on whether they're inherited or not
Fix missing player in volume fog scene
Batch component callbacks nicer
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
Cleanup
Make OnValidate protected
FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor
Update renamed to OnUpdate, made protected
OnStart is protected
Unit test fix
Made everything else protected
Can get rid of ToString node hack
WIP setting const values for node inputs in the editor
Merge remote-tracking branch 'origin/main' into action-editor
# Conflicts:
# code/ExampleComponents/TurretComponent.cs
# code/GameEngine/GameObject/GameTags/GameTags.cs
Fix action graph component override method signatures
If graph has an icon, use it in ActionControlWidget
Simplify TypeLibrary.Create<T> methods a bit
Do a more precise check for forbidden constructors
We were getting false positives with some widget types
First pass at adding allowed System.* members to TypeLibrary
Update MemberAccess test for system types
Fix TypeLibrary.GetType<T>()
It could return a random type that extended T, instead of T itself.
Fix asking AccessControl about MemberInfos
Fix TypeLibrary tests that assume a new library has no types in it
Better fix for TypeLibrary tests
Fix possible NRE in TypeLibrary.GetType( Type )
Simplify TypeLoader now that System types are in TypeLibrary
Tweaked MemberAccess test again
Double-check only public system members are included
Log included system types in MemberAccess test
Test for TypeDescription.Create<>() with forbidden constructors
Don't allow TypeDescription.Create<T> for types with forbidden constructors
Test for TypeDescription.Create<>() with forbidden constructors
Don't allow TypeDescription.Create<T> for types with forbidden constructors
Tweaked MemberAccess test again
Fix possible NRE in TypeLibrary.GetType( Type )
Simplify TypeLoader now that System types are in TypeLibrary
Better fix for TypeLibrary tests
First pass at adding allowed System.* members to TypeLibrary
Update MemberAccess test for system types
Fix TypeLibrary.GetType<T>()
It could return a random type that extended T, instead of T itself.
Fix asking AccessControl about MemberInfos
Fix TypeLibrary tests that assume a new library has no types in it
Hack to support system types in TypeLoader
Update Facepunch.ActionGraphs
Move ActionGraph related attributes to Sandbox.System
Move NodeLibrary outside of TypeLibrary
Get rid of some logging
Custom particles (#80)
Static method calls are now distinct from instance method calls
Added ToString nodes
TODO: when Object is in TypeLibrary, this will be obsolete
Merge remote-tracking branch 'origin/main' into action-editor
Add `_isStatic` property for method call nodes
Fixed jumpscare when opening "Other" in the type selection menu
Copy Component/Paste Values/Paste As New
Undo Support
Use EditLog
Nicer Task handling for GameObject/Component
Merge pull request #60 from Facepunch/copy-paste-components
Copy Component/Paste Values/Paste As New
Moved copy/paste component stuff. Can right click GameObject inspector to paste component as new. Accept mouse event when opening context menu for component sheet to prevent passthrough. Set accepted on a bunch of OnContextMenu stuff to prevent passthrough. Add undo support / edit log for removing a component.
Merge remote-tracking branch 'origin/main' into action-editor
GameObjectNode is editable
Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4
Tracked pose component has "Use Relative Transform" property
Expose render/exclude tags to CameraComponent
VR component cleanup, update VR test scene
- Renamed components to better reflect their functions, dropped
Component suffix
- Drop update types - I can't think of a reason why you *wouldn't* want
these to update constantly, but feel free to tell me if I'm being dumb
- Comment everything for when our editor UI shows this stuff
Fix Collider component not cleaning up its OnTagsChanged event
Add GameObject.GetOrAddComponent<T> (#78)
* Add GetOrAddComponent<T>
* Behave more like EntityComponentSystem.GetOrCreate
GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD
Fixed error involving Connection
Merge remote-tracking branch 'origin/main' into action-editor
Removed debug logging
Update Facepunch.ActionGraphs
ActionGraph: Better support for methods with lots of overloads
ActionGraph: nicer titles for GetComponent nodes with type params
Better ambiguous method binding handling
WIP refactor of method binding to better support overloads
Update output connections too in GraphView.UpdateConnections
Update UI of custom nodes if their definition changes
Support for renaming inputs / outputs of custom nodes
Fixed missing connections on creating custom nodes
Fixed removing UI elements after creating a custom node
Fix up old example action graphs
Fix node positions in new custom graphs
Update ActionGraphs, NodeLibrary restructuring
* Now one NodeLibrary per TypeLibrary instead of per ResourceLibrary
* No need to have a JsonSerializerOptions per ResourceLibrary any more
ActionGraphResource serialization fixes
Exposing some stuff in GraphView for derived types
Fix ActionGraph serialization test
Got rid of some debug logging