8,073 Commits over 3,806 Days - 0.09cph!
Fix possible NRE on nested deserialization
Allow JSON converters to resolve node library on each call
WIP Create Custom Node in context menu
Generate complete sub-graph before writing it to file
Basic sub-graph creation works
WIP subgraph creation from a set of nodes
Corrected VariableDependencyAnyReject test
DispatchMode validation respects collapsing `nop` nodes
Removed links parameter from IActionGraph.Serialize(nodes)
Sub-graph creation interface
Collapse links through `nop` nodes
Failing test involving `any` and `nop` nodes
ActionGraphResource, update Facepunch.ActionGraphs
Placeholder NodeUI.OnDoubleClick()
Can call nested action graphs with output values
Fixed attempting to get value of input signals in graph nodes
Fixed action graphs without a primary output node
Action graph output value support
More tests
Invoking nested expression graphs works
GraphNodeDefinition binding
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Keep selected object when starting play mode (sbox/issues/1340)
Add some shorthand methods for PanelComponent
Make PanelComponent partial (whoops)
Add Setclass to PanelComponent
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
Component headers can be dragged into control slots
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Add support for moving multiple selected GameObject nodes in the hierarchy
Merge remote-tracking branch 'origin/main' into action-editor
Some fixes after updating Facepunch.ActionGraphs
Fixed IsTypeParameterRequired regression
WIP expression generation rewrite
* To support expression nodes with multiple outputs
* Make sure nodes are evaluated as few times as possible
* Make sure output values are properly scoped / not overwritten
WIP CallGraphNodeDefinition
First pass of expression generation rewrite
Fixed failing tests
Some more work towards nested graphs
Test for expression nodes being evaluated once per output event
WIP expression graphs, output nodes
More input / output node validation
Basic UpdateInputOutputs support for expression graphs
Test for expression graph creation / invocation
Work on generating outer delegate for expression graphs
Can now evaluate basic expression graphs
Reachability validation hack for expression nodes
Reachability validation hack for expression nodes
Can now evaluate basic expression graphs
Work on generating outer delegate for expression graphs
Test for expression graph creation / invocation
Basic UpdateInputOutputs support for expression graphs
More input / output node validation
WIP expression graphs, output nodes
Test for expression nodes being evaluated once per output event
Some more work towards nested graphs
First pass of expression generation rewrite
WIP expression generation rewrite
* To support expression nodes with multiple outputs
* Make sure nodes are evaluated as few times as possible
* Make sure output values are properly scoped / not overwritten
WIP CallGraphNodeDefinition
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
ActionGraphComponent
OnUpdate, OnTouch action components
Football demo using action graph
Enum constant node fixes
Action component tweaks
ColliderBaseComponent was renamed to Collider
Copy / pasting nodes
Rework comment and reroute nodes in action graph
Make comment node inspection work like ShaderGraph
Comment nodes are listed separately
Basic variable selector / creation
Rework how variables are added
Fix suggested variable nodes when dragging from an output
On node deletion, remove unreferenced variables
Show variable type in add node context menu
Use LFS for .jpg
Concrete triplanar material
Icons, small fixes
Update object creation menu
https://files.facepunch.com/ziks/2023-11-10/sbox-dev_Wbi2NqjYcU.mp4
Fixed mesh / textures not always updating
Fixed box SDF distance calculation
Basic libsdf editing tools
WIP way to rebuild chunks from a list of modifications
Fix sphere SDF 3D bounds
Keep chunks around when clearing
Misc changes
Fixed sboxgame/issues#4132
There might be a deeper issue at play, but this should at least make it usable
Test reproducing sboxgame/issues#4125
Fixed sboxgame/issues#4125
Bad assertion, local functions won't become static if they reference only 'this'
Test reproducing sboxgame/issues#4125
Update Facepunch.ActionGraphs
Include .pdb from Facepunch packages in builds
Revert "Reverting attempting to send Facepunch.ActionGraphs"
This reverts commit 6e264f87f6b172af884e0b420c26c05f1d7b6e0a.