13,873 Commits over 1,552 Days - 0.37cph!
Get underlying type for nullable handle config
Add handle configs for Resource, Rotation
Add name, icon to scene.ref / resource.ref nodes
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_ANMFj2w5Em.png
Mark scene as changed when action graph is edited
Cloud asset tweaks (#1666)
(.sbox folder, version-pinning fixes, manual update flow, searchpath prio fix)
Expose physics substeps control to scene inspector, resolves Facepunch/sbox-issues#6480
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...)
https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
Tweak build script to make sure everything uses Release mode
Mark texture getters as pure
Use new icon style for resource.ref nodes too
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_OP78bw1BAw.png
Don't use MapStartupScene when loading a Scene Map, we can load it directly
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
Frame scene ref target on double-click
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_Fb3jaAbxNS.mp4
Fix case where graphs embedded in scenes wouldn't save
Fix warning breaking build
prop_physics from maps are fully networked
We don't need to load the scene on the joining client
Add Application.ClearGame
Add Application.MapPackage
Refactoring
Refactor
Add SceneNode to more easily check if we're the owner of a GameObject
Add achievement/stats apis for maps
Fix NRE in ToClipboardString
Expose more stats/achievements stuff to ag
Tweak graph saving logic, warn if no editor session found
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
Human: lots of updates, see commit comment
• 2 walk animations & default idle poses
• Same prefab changes as Citizen
• Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose
• Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
Add SoundHandle.FollowParent, LocalTransform, ClearParent
Add SoundHandle.SetParent( GameObject )
Add GameObject.PlaySound, GameObject.StopAllSounds
Don't need to run sound Occlusion tests every frame
Fix infinite loop in OnDirty, set dirty to false last
Add LocalTransform accessors
Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
UI shaders accept D_NO_ZTEST
Refresh editor handles on hotload
Gizmo.Draw.WorldText obeys IgnoreDepth
[EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
Add Tags to DamageInfo
Add Component.IPressable
Add GetComponent , AdComponent etc
Fix OrganizationModal NRE
Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
Fixed Facepunch/sbox-issues#6518
Fixed Facepunch/sbox-issues#6517
Fix connection preview vanishing when dragging to a new node
Update PackageDto.cs
CreateLobby will refuse to create a lobby if we already have a network system
Add ISceneStartup event (https://docs.facepunch.com/s/sbox-dev/doc/iscenestartup-UaHEQHresW)
Add command line switch for opening a game on startup (currently opens the game modal)
Fix Facepunch/sbox-issues#6514
Fix OnValidate not being called on property change in editor
Razor @namespace doesn't want a trailing semicolon
When selecting a map auto select the ParentPackage game, if set. Default to Walker if not.
Remove old "launcher", add map select to gamemodal
Make package selector acceptable
Fix ComponentSheet filtering out methods
Mark unsaved changes for all scene edits again
Add File > Close Project shortcut to quit and return to launcher
Put expression node plugs in header if only one input / output
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_lYhXT4ah9M.png
Prioritize FbxNode name over FbxMesh name for modeldoc mesh names - If you needed it to be the other way, blame the guy that wants it this way
Get rid of log
Node plug labels match header text colour
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_EFyQuHEEXj.png
Don't need to bother getting parameterless function if we're not going to use it
Tweak graph editor grid size
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_OTHe5wmoKA.mp4
Allow [Change] attribute to have parameterless callback, parameter version takes priority
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly
Fixes Facepunch/sbox-issues#6421
Only show collider Trigger actions if enabled
Add ActionsComponent to replace Component.OnComponentUpdate etc
Hide Component Actions in inspector (right click header to get them back), show Actions with other properties
Add ISceneEditorSession.AddUndo
Component.Serialize ignores ComponentFlags.NotSaved when cloning
Undo system serializes game objects with cloning enabled