14,461 Commits over 1,614 Days - 0.37cph!
Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut
Remove unused folder node logic for cloud locations
Skip dropdowns for facets included in the base/location query
Use error model for sceneobject when model has no valid render meshes
Do the same for scenemodel
Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup
https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4
Tidy/refactor search widget, asset type filtering works in both flat and normal views
Make sure picker-enforced filters are shown in the search widget, disable user editing
Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814
Create assets/folders from sidebar folder nodes
Use AppIsDedicatedServer() to determine if should print warning log in texturebase. Don't run Panel.TickInternal if we're a dedicated server - makes no sense for Panels to even exist.
Make dedicated server console window title s&box Dedicated Server
We can omit this warning too if we're a dedicated server
Add +hostname support for dedicated servers. For now, just so we have a way of seeing them, bundle dedicated servers in with other lobbies when querying lobbies so they show in the lobby list for a game.
Dedicated Server Querying and Session Authentication (#1690)
* Authentication and encryption can now be enabled (by default)
* Session authentication is added for authentication tickets - this is what makes the player count go up on a server or down when they leave
* Dedicated servers use a Fake IP and can be connected to either by their Fake IP or by their associated Steam Id
* Dedicated servers can be queried from the master server using the GameSocketShare mode and so can now be fetched in-game for displaying in some UI later (Steam Server Browser does not display them due to using Fake IP)
* Added Rich Presence support for players who are connected to a dedicated server (and other players can join the game)
* Fixed some issues with headless mode such as when things were attempting to use ISteamFriends or some texture methods
* Stale connections are properly disposed of and cleaned up within a network system where in some cases before they were not
* Ensure that we disconnect from the network system when closing the game/app, this makes sure that the Steam Game Server is properly shut down
* Fixed / implemented Steam Game Server callbacks
* Moved Steam Network Sockets configuration to C# and set them in the right place now
* Ensure that we disallow a player to connect to a dedicated server if there are no player slots remaining
Fix map drop object for local maps
Make sure ListView itemsPerRow can't be zero
Add TrailRenderer.Emitting to control when new points should be added to the trail or not
Fix camera shader node typo with FarPlane
Gizmo.Draw.Grid can be drawn at an offset
Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser
Added Sound Point Prefab Template and fixed Soundscape Prefab Template
https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png
Fix not being able to right click a scene/prefab tab if it has unsaved changes
Make Right Click clear in the Collision Matrix since the tooltip says it should
SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos.
Remove unused OpenXR launch environment variables
Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues
VR hand component fixes
VR world input component
Remove unused VR bits in MenuSystem
Basic VR scene menu, loads automatically if VR is enabled
Add CommandList
* Add CommandList
* Add CameraComponent.Hud
Multicast action graph delegates
https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
Fix occlusion not using proper listener position and constantly overriding the target
Fix broken loading screen characters
Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539
https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4
EntityTreeModel::mimeData calls base again so native interactions still work
Hammer GameObjects can have children
https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png
IsCloudInstalled doesn't care about versions by default
Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc
Remove manual package install button
fix log interpolation
Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid".
Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks
Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely
Run assettags.updated only on the main thread
Protect against a SceneDock not existing for some reason
Protect against GameObjects being added during Serialize somehow
Lets be more explicit with IsPromise, isolate it to GameResource, make it internal, and make sure it gets set to false on load
Fix warnings
Remove notion of installing cloud assets as preview
Cloud assets are either on disk or not, this preview state confuses stuff without any real benefit. The important thing is that the references get stored in the assets - which they're not going to if we're not installing the cloud assets.
Asset picker previews cloud sounds
Call OnAssetHighlighted when highlighting cloud assets in picker
Add (hidden) to cloud packages that are hidden
Preview sounds when clicking on them in cloud browser
Get rid of the package download notice (if we want this, we have to find a less abrasive way)
Suppress native transform change callbacks too which were causing angles & scale changes to not execute
Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
Don't show properties of incompatible types when assigning Prefab Variables
Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800
https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4
Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787
https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4
DateTimeControlWidget supports DateTimeOffset as well
Cache looking up types by name
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
Should fix editor startup error
Fix video background color random
Clean up EditorUtility.PlayAssetSound a bit
Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke`
Facepunch/sbox-issues/issues/6764
Fix button text not being vertically aligned by one pixel. Resolves Facepunch/sbox-issues#6805
EditorUtility.PlayAssetSound supports sound events
Asset browser: Play overlay for sounds
Asset browser supports multi asset selection
[CustomEditor] supports properties marked with [Editor( "editorname" )]
Converted OrganisationProperty to OrganisationControlWidget
Fix button with no icon padding
Fix NRE in attachments
Model preview better guess if it's a viewmodel
Can multiple select and right click assets to batch publish, and select an org
Ident maxlength increased to 64
Asset browser: Fix dragging assets only including the first thing, resolves Facepunch/sbox-issues#6810
Tweak TabBar style for icon legibility, consistent positioning
Consistent placeholder text for search widgets
Asset browser: Stop sticking "Resource" on the end of most asset type names
Fix Project.EditUrl wrong link
Fix asset browser showing compiled alt files of files we have the source to
Play asset sound when clicking on asset
Update Facepunch.ActionGraphs