userJames Kingcancel

7,937 Commits over 3,745 Days - 0.09cph!

2 Months Ago
Expose MethodCallNodeDefinition.GetBinder
2 Months Ago
2 Months Ago
Editor support for scene.run nodes https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4 Nicer display info for interfaces, default icon for event methods
2 Months Ago
WIP scene.run node
2 Months Ago
Expose MethodBinder Apply code style Add .git-blame-ignore-revs
2 Months Ago
2 Months Ago
Update Facepunch.ActionGraphs
2 Months Ago
Fixed exposed property value edge cases
2 Months Ago
2 Months Ago
Fix ActionGraphModel.WithDefaults handling exposed properties
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2 Months Ago
Update Facepunch.ActionGraphs
2 Months Ago
Fix defaults being dropped in cached fast path
2 Months Ago
2 Months Ago
Fix scene ref node output type for prefab root objects
2 Months Ago
Remove unused hidden nodes when saving graphs Fix node reachability visual
2 Months Ago
Update Facepunch.ActionGraphs
2 Months Ago
Don't automatically call RemoveUnusedChildNodes
2 Months Ago
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Fix cached fast path change ID logic
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Test GuidMap in cached fast path
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Fast path for cached graphs
2 Months Ago
Make hotload_fast persist Add Fast Hotload option to editor preferences https://files.facepunch.com/ziks/2024-09-17/sbox-dev_iWfk25clOn.png
2 Months Ago
Set SourceLocation when creating action graphs in editor
2 Months Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors
2 Months Ago
2 Months Ago
Fix expected type for constant value links
2 Months Ago
2 Months Ago
Fix Either.CreateType( typeof(Signal) )
2 Months Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors Update AssertNoGraphErrorsInScene test
2 Months Ago
Fix possible error when editing action graphs within sub-objects Scene ref node handles !IsValid better Serialize destroyed GameObject / Component references as null
2 Months Ago
Fix possible error when editing action graphs within sub-objects Scene ref node handles !IsValid better Serialize destroyed GameObject / Component references as null Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors Update AssertNoGraphErrorsInScene test
2 Months Ago
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 Update Facepunch.ActionGraphs More precise ActionGraph caching / simplify SourceLocation Fix scene ref nodes breaking if not compiled immediately Fix access control error for custom GameResources Remove log Update Facepunch.ActionGraphs Make sure action graph debugger inits immediately Fix possible error when saving GameResource action graph Shorter ActionGraph diagnostic message category Update cached ActionGraphs when re-deserializing GameResources
2 Months Ago
Prune unused child nodes during validation Was doing this when removing links, but this would sometimes break graphs during deserialization
2 Months Ago
2 Months Ago
Update README.md
2 Months Ago
Remove libstates Add libstates as a submodule Update libstates Use GameObject.Clone instead of GetPrefabScene
2 Months Ago
Fix #16 for NetworkSpawned objects
2 Months Ago
Fix access control error for custom GameResources Remove log
2 Months Ago
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 Update Facepunch.ActionGraphs More precise ActionGraph caching / simplify SourceLocation Fix scene ref nodes breaking if not compiled immediately
2 Months Ago
CacheForceLoadExposed test Allow calling Remove() on removed elements Fix deserializing into existing graph with array element links
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Add SerializationOptions.ForceUpdateCached
2 Months Ago
2 Months Ago
Add way to not increment ChangeId after housekeeping validation Set SourceLocation in cached deserialize
2 Months Ago