21,404 Commits over 1,552 Days - 0.57cph!
Revert marking the entire navmesh as unwarkable
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Update summary to be more clear on what this interface is for
Fix NRE in NavMesh Dispose
Optimize culling in navmesh debug draw
Hook up Package.Data
GameModal now correctly uses GameConfig from backend
Fix "no screenshots" being thin
After purchase, keep refreshing until we have the item
Indicate when you already own items
Asset Browser: Show 'Open File Location' in context menu when searching too
Asset Browser: Disable flat/recursive toggle button when searching or in meta location
Restore AssertNoGraphErrorsInScene test
Fixes #1709
Lazy-initialize NavMesh GeneratorPool
Give each scene dock a unique name and fix load order so we maintain layout positions
Move window layout to project cookie, will fallback to importing from editor cookie for now
Expose BoneCollection / Bone to ActionGraph
Fixes Facepunch/sbox-issues#6878
Be very careful about when we load assemblies in LoadNetworkTables
Facepunch/sbox-issues#6984
Only warn once if Json serialization happens during a hotload
Facepunch/sbox-issues#6984
Fix memory leak in navmesh builder
Internal intersect events on physicsworld, no one should need them
Make use of InvokeWithWarning
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
AssetBrowserLocation tracks location type (code, assets etc)
Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog
Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic
Asset Browser: Improve navigation outside of project tree
Path widget only displays what can fit instead of freely growing, hide rest behind flyout
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
Expose PerChannel<T>.Get and Set
Print a list of new items in console after check out
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Fix warnings
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Can DrawInstanced a number of instances without uploading data
Remove unused asset browser node type
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Merge branch 'master' into navmesh-dynamic-obstacles
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Spread navmesh obstacle updates across multiple frames
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Progress on tile caching & dynamic obstacles
https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
FOV and distance culling for navmesh debug draw
Remove unused asset browser node type
Can DrawInstanced a number of instances without uploading data
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Disable AssertNoGraphErrorsInScene test
Print a list of new items in console after check out
Expose PerChannel<T>.Get and Set
Add PrefabCacheScene for GetPrefabScene prefabs
IsPrefabInstanceRoot returns false if we're a PrefabCacheScene
Component.ShouldExecute returns false if we're in a PrefabCacheScene
Update prefab test, we should be able to get children and components from uninstanced Prefab GameObjects now
Reduce the length of this test
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
AssetBrowserLocation tracks location type (code, assets etc)
Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog
Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic
Asset Browser: Improve navigation outside of project tree
Path widget only displays what can fit instead of freely growing, hide rest behind flyout
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
Fix TextArea not updating on value change
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704)
- Also tracking pressed controller buttons now
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Add recast/detour tile cache
AssetBrowser: stopped pinned asset bricking the whole sidebar
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
Human Hair Updates
Humans: added citizen_human_female_staging.vmdl
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Merge branch 'master' into scene-collision-events
Fix clothing using the wrong skin
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Add Distance and Falloff to Voice Transmitter
Split up generation procedure into more functions
Convert obstacles from World to NavSpace
Humans: skinning updates
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
More cleanup, early out if disbaned or toxic
Dispose of navmesh + heightfield generators
Add native obstacle rasterization for box, cylinder and convex shapes