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11,238 Commits over 1,338 Days - 0.35cph!

52 Days Ago
Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical
52 Days Ago
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
52 Days Ago
Fix all sounds being downmixed to mono
52 Days Ago
Fix terrain trace hit normal
52 Days Ago
Fix BaseSoundComponent NRE Fix stereo sounds playing one channel
52 Days Ago
Fix RedirectFileSystem DirectoryExists case sensitive Remove key when SetMeta a null value Add ConfigData type Save/load Collision data to ProjectSettings/Collision.config Remove obsolete calls
52 Days Ago
Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4
52 Days Ago
Editor startup cleanup & remove Editor.Utility
52 Days Ago
Fix path stretching asset browser size - fixes sbox-issues/issues/4609
52 Days Ago
If we pass in an invalid transform to Steam Audio, just ignore it
52 Days Ago
Fix SerializedList/Dictionary not converting property - fixes sbox-issues/issues/5104
52 Days Ago
Refactor Networking/Connection - fixes sbox-issues/issues/4676
52 Days Ago
Add [RequireComponent] Postprocess components use [RequireComponent] https://files.facepunch.com/garry/436210e0-e5e0-44d2-86b5-3456d99bfa33.png
52 Days Ago
Move Json.Upgrader out of Sandbox,Game, have it filter by type Add GameResource.ResourceVersion Inject version into gameresource saves Change DeserializeToObject to use JsonNodes GameResources can define JsonUpgraders v1 upgraders for SceneFile and PrefabFile Add GameResource.LoadFromJson and use that anywhere we load a GameResource Fix PrefabFile upgrader doing nothing Fix tests, supply upgraders
52 Days Ago
Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection
52 Days Ago
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
52 Days Ago
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
52 Days Ago
Fix NRE if destroying object in animation event
53 Days Ago
Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024
53 Days Ago
ImageFormat.Default uses RGBA8888
53 Days Ago
Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181)
53 Days Ago
Izabu: Don't try to destroy null proxy
53 Days Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
53 Days Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
53 Days Ago
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
53 Days Ago
Set hitbox surface
53 Days Ago
Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix
53 Days Ago
Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not
53 Days Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one.
53 Days Ago
Allow turning off sound air absorption, turn it off on 2d sounds by default
53 Days Ago
And some more
53 Days Ago
Null checks in RefreshContacts
53 Days Ago
Component Ids (#1501) * Component id + prune those for refresh as well * Serialize id properly * Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id * Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type * Serialize as Id not __id so also picked up by MakeGameObjectsUnique * Scene unique component ids - update serialization test accordingly * Phase out storing GO guid and component type * MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) * Unit test for clone with references * When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure * Add test for loading old reference model type from prefab / json * Test both old and new formats * Let's not make this elseif - always check both
53 Days Ago
Fix unit tests, add SerializedProperty method test
53 Days Ago
Don't include special name methods in TypeLibrary (getter/setterr spam) SerializedObject can handle methods ControlSheet supports buttons/methods Add [Button] https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png Add break button to Prop component Simplified ComponentSheet, makes use of ControlSheet logic more Editor style tweaks
53 Days Ago
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
53 Days Ago
Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection
53 Days Ago
Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153
53 Days Ago
Fix some Assets not loading properly from cloud folder on startup
53 Days Ago
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
53 Days Ago
Add Panel.TooltipClass - fixes sbox-issues/issues/4746
53 Days Ago
Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes
53 Days Ago
Try to store package revision id in lobby
53 Days Ago
Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141
53 Days Ago
Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144
53 Days Ago
Tick UI before resetting input - fixes sbox-issues/issues/5169
54 Days Ago
Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved
54 Days Ago
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object
54 Days Ago
Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense
54 Days Ago
Add RigidBody.MotionEnabled