userJames Kingcancel

7,945 Commits over 3,745 Days - 0.09cph!

1 Year Ago
Better fix for TypeLibrary tests
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Add `_isStatic` property for method call nodes
1 Year Ago
1 Year Ago
Fixed jumpscare when opening "Other" in the type selection menu
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Update Facepunch.ActionGraphs
1 Year Ago
ActionGraph: Better support for methods with lots of overloads ActionGraph: nicer titles for GetComponent nodes with type params
1 Year Ago
Display info formatting
1 Year Ago
1 Year Ago
Better ambiguous method binding handling
1 Year Ago
1 Year Ago
WIP refactor of method binding to better support overloads
1 Year Ago
Update output connections too in GraphView.UpdateConnections
1 Year Ago
Update UI of custom nodes if their definition changes
1 Year Ago
Support for renaming inputs / outputs of custom nodes
1 Year Ago
Fixed missing connections on creating custom nodes
1 Year Ago
Fixed removing UI elements after creating a custom node Fix up old example action graphs Fix node positions in new custom graphs
1 Year Ago
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
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
1 Year Ago
WIP Create Custom Node in context menu
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
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
Reachability validation hack for expression nodes
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