7,945 Commits over 3,745 Days - 0.09cph!
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
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
Reachability validation hack for expression nodes
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