userJames Kingcancel

8,073 Commits over 3,806 Days - 0.09cph!

1 Year Ago
1 Year Ago
Fix possible NRE on nested deserialization
1 Year Ago
1 Year Ago
Allow JSON converters to resolve node library on each call
1 Year Ago
WIP Create Custom Node in context menu
1 Year Ago
1 Year Ago
Generate complete sub-graph before writing it to file
1 Year Ago
1 Year Ago
Basic sub-graph creation works
1 Year Ago
WIP subgraph creation from a set of nodes
1 Year Ago
Corrected VariableDependencyAnyReject test DispatchMode validation respects collapsing `nop` nodes
1 Year Ago
Removed links parameter from IActionGraph.Serialize(nodes) Sub-graph creation interface Collapse links through `nop` nodes Failing test involving `any` and `nop` nodes
1 Year Ago
ActionGraphResource, update Facepunch.ActionGraphs Placeholder NodeUI.OnDoubleClick()
1 Year Ago
Graph nodes
1 Year Ago
1 Year Ago
Can call nested action graphs with output values
1 Year Ago
Fixed attempting to get value of input signals in graph nodes
1 Year Ago
Fixed action graphs without a primary output node
1 Year Ago
Action graph output value support More tests
1 Year Ago
1 Year Ago
Invoking nested expression graphs works
1 Year Ago
GraphNodeDefinition binding
1 Year Ago
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 --------- 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
1 Year Ago
1 Year Ago
Fixed IsTypeParameterRequired regression
1 Year Ago
1 Year Ago
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
1 Year Ago
Reachability validation hack for expression nodes
1 Year Ago
Can now evaluate basic expression graphs
1 Year Ago
Work on generating outer delegate for expression graphs
1 Year Ago
Test for expression graph creation / invocation
1 Year Ago
Basic UpdateInputOutputs support for expression graphs
1 Year Ago
More input / output node validation
1 Year Ago
WIP expression graphs, output nodes
1 Year Ago
Test for expression nodes being evaluated once per output event
1 Year Ago
Some more work towards nested graphs
1 Year Ago
Fixed failing tests
1 Year Ago
First pass of expression generation rewrite
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Fixed mesh / textures not always updating Fixed box SDF distance calculation
1 Year Ago
Basic libsdf editing tools
1 Year Ago
WIP way to rebuild chunks from a list of modifications
1 Year Ago
Fix sphere SDF 3D bounds Keep chunks around when clearing Misc changes
1 Year Ago
Fixed sboxgame/issues#4132 There might be a deeper issue at play, but this should at least make it usable
1 Year Ago
Test reproducing sboxgame/issues#4125 Fixed sboxgame/issues#4125 Bad assertion, local functions won't become static if they reference only 'this'
1 Year Ago
Test reproducing sboxgame/issues#4125
1 Year Ago
Fixed release builds
1 Year Ago
Update Facepunch.ActionGraphs Include .pdb from Facepunch packages in builds Revert "Reverting attempting to send Facepunch.ActionGraphs" This reverts commit 6e264f87f6b172af884e0b420c26c05f1d7b6e0a.