8,201 Commits over 3,837 Days - 0.09cph!
Fixed getting relevant nodes for signals
HandleConfigs
Tweak how properties appear in node creation menu
Allow arbitrary nesting in node creation context menu
Node graph HandleConfig refactor
Node error messages, GetRelevantNodes, property get / set
GameObject.Physics / GameObject.Renderer for testing node graphs
Let TurretComponent.OnShoot handle setting the velocity
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Multiple continuations fix
Fix continuations of property.set nodes
Type property serialization fixes
Get / set property node definitions
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Fix event node userdata not serializing
More safety in JsonSerializerOptionsUpgrader (#1287)
Fix possible exception in ConcurrentDictionaryUpgrader (#1287)
Possible fix for first error in #1287
I couldn't repro, but it's possible some serialization was happening
during a hotload to cause this.
Copied over WIP action graph editor
Allow references to Facepunch.ActionJigs in editor code
Reference Facepunch.ActionJigs, NodeGraph refactor
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
Added EventParameter.Display
Added conversion operator from Delegate to ActionJig
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Don't use polymorphism for serialized delegates
NetworkTable: build variables in deterministic order
See sboxgame/issues#4066, tbh I don't know why they get reordered
Call Enroller.Dispose() in ServerDll.OnShutdown()
Fixes sboxgame/issues#4067
Refactor simple actionjig test
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Publish debug builds
Added AddAssemblyResult
Finished documenting all public members
Fixed #8
Document Link and Variable
Document ExpressionBuilder
Node and ActionJigExtensions documentation
Document node parameters
More documentation, move logging nodes to test project
More documentation, some rearranging
Rename ActionJig<T>.Invoke to ActionJig<T>.Delegate
Finished off overview in README.md, fixes #11
Document ITypeLoader, NodeLibrary
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Protect Assembly references in EventSystem / LoadedAssembly
We don't want hotload to replace these because we're handling replacing them manually
EventSystem: when removing events in assembly, also remove from groups