8,042 Commits over 3,775 Days - 0.09cph!
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
Add IActionGraphCache.Guids
Fix performance regression if ModelRenderer changes tint often
Add interface IActionGraphCache
Fix clearing ModelRenderer.MaterialOverride
Fix some edge cases when players leave
Fix host transfer of non-player networked objects
Expose IsValid() to ActionGraph
https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png
Fixes Facepunch/sbox-issues#6376
Group object-targetting utility nodes
Fix incrementing times visited a level
Add libstates, update libevents
Revert old-style state machine implementation of spike trap
Fix host spawning twice (?)
Level and time stats update for completed level
Misc json changes
WIP: Only allow opening editable action graphs
Revert "Add ActionGraph.SourceLocation"
This reverts commit 413f3e3e213f3e31114cc585e89d2dd288a5366c.
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Resolve Action Graph source prefab
Add ActionGraph.SourceLocation
Fix unreachable code warning
Hotload tests: log timings in descending duration
Hotload test benchmarking (1D/3D) (struct/interface) arrays
Hotload: Speed up struct array copying, support Rank > 1 arrays
Add StreamingWorld.Clear()
Fix SdfWorld.NeedsMeshUpdate
Desperately trying to avoid using A*
WIP grid aligned connections
https://files.facepunch.com/ziks/2024-09-03/sbox-dev_C0Luo6Xsj9.png