14,461 Commits over 1,614 Days - 0.37cph!
Humans: fixed compile errors
Fix Folder Icons not being centered
Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705
https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png
IsValid() wrapper for main asset browser instance
Fix path breadcrumbs not working outside of main asset browser
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
Don't hide compiled assets if no source file is available
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources
Unify "Show In Explorer" icons in Asset Browser
Don't show Games in the Cloud Browser. Don't include in type facet
Show 'open with' dialog if we can't open a file
Set hammer material when selected (both in cloud and asset browsers)
Moving selected facet dropdown entry fetches from current facet entries rather than copying
Don't show the menu path for custom assets' file type, just the title
Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
Fix asset icons at 16x16, centre
Use 16x16 icon for unknown files so that doesn't get cut off
Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
Don't try add menu project if we're headless
Use full paths for engine asset locations
Add 'copy absolute path' option
Find root paths automatically instead of just using current project
Show base, citizen, and core
Better sidebar separation
Hide cloud browser when not requested
Limit file count for now, need pagination
Docs
If we're headless, we should shut down SteamGameServer when disconnecting from network system
Pass actual version into SteamGameServer init for version. Test server list cmd
Only try to filter by asset type if we have any filters on, fixes excluding most files from search
Show full file path in window status bar on hover again, resolves Facepunch/sbox-issues#6709
Update Dedicated Server bootstrap logs
Remove baked cubemaps code from Hammer
Fix Hammer default layout. Also add Cloud Browser by default
Fixes Facepunch/sbox-issues#6708
Dedicated Server (#1679)
* Initial branch commit for dedi server message routing
* Try to synchronize Connection State through ConnectionInfo where possible
* Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists
* TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well
* For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
* Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
* Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
* For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
* Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
* Serialize TargetMessage flags as byte
* system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
* Test logs
* Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that.
* Remove this log
* Remove unusued code
* Add NetTransmission flag support when using SendMessage via Steam Sockets
* Don't forget to add arg to header
* Clearer docs here, only log warning if networking debug is enabled here
* Some tidy up here
* Reset local connection state to Unconnected when closing network system - some debug log for other machine
* Close these connections
* Remove this log
* Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
* Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
* This bit isn't needed actually
* Test boot back to main menu
* Properly get when disconnected
* Use CollectionExtensions properly
* Fix test, re-add system member
* Fix this state
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Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
Fixed Facepunch/sbox-issues#6696
Always update the path widget even if it's not a real location
Fix asset browser not saving to cookies, bring back history cookie logic
(this is all in the project cookie now too)
Remove mock GameObject/Prefab code from managed MapEntity
Clean up Entity tool as you can no longer add/target games this way
# Conflicts:
# game/editor/Hammer/Code/Tools/EntityTool.cs
# game/editor/Hammer/Code/Tools/EntityTool/EntitySelector.cs
Remove Hammer EntityIO UI
Remove unused complicated stuff from worldbuilder: point templates, some hardcoded ents, dioramas, ...
remove nav markup volumes from fgd
ActionGraph source location refactor
Save launcher cookies to it's own file
Make sure launcher doesn't save editor cookies, they would stomped on close
Restore fix for dragging in installed cloud assets, resolves Facepunch/sbox-issues#6703
Add WithExtension(this string path, string ext)
Refactor rename flyout in asset browser, add error flyout
Fixed Facepunch/sbox-issues#6695
https://files.facepunch.com/ziks/2024-10-28/sbox-dev_do9WlbwLbF.mp4
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
Humans: added WalkFast_E + NE/SE (roughs)
Finish bone updates at end of update if transform has changed after updating bones
Revert, this is likely going to break threaded animation
Finish bone update on renderer transform change to ensure bones are up to date in situations where transform changes after animation update
Do not do a recursive destroy on mesh copies when loading fbx blend shapes, this seems to fuck up the original mesh it was copied from https://files.facepunch.com/layla/1b2711b1/sbox-dev_NPHzQrVaHv.png
Fix warnings in editor projects
Unify all asset delete methods, fix delete not working for certain assets. Resolves Facepunch/sbox-issues#6692
Disable Forward/Back buttons in the Asset Browser if you cannot go forward/backward instead of throwing error
https://files.facepunch.com/CarsonKompon/2024/October/26_10-32-LightcyanAntarcticfurseal.png
Naming consistency between Widget, Option, GraphicsItem
Tooltip -> ToolTip
StatusText -> StatusTip
Expose Menu.ToolTipsVisible, add Menu.PathElement.Description
Node menu rewrite, add tooltips
https://files.facepunch.com/ziks/2024-10-26/sbox-dev_BqmtPdWalM.png
Manually Paint the Button widget, make it tintable
Add Jump To Code option to properties https://files.facepunch.com/f5a729e8-da9c-4e20-bf95-eea8a5fc4e84.png
Fix new project location file dialog not setting initial directory
Added all the OnMouseX overrides from Panel to PanelComponent. Resolves Facepunch/sbox-issues#6678
Stick 'New Component' at the top of component picker flyout, Facepunch/sbox-issues#6670
Add clear button to component flyout search
Use custom JsonSerializerOptions when grabbing whole scene undo snapshot
Add [Feature] [FeatureEnabled] attributes
* Fix SegmentedControl not sizing for icon inclusion
* ParticleEffect uses new editor https://files.facepunch.com/9f138671-392a-4d4c-b325-cc18853447a0.png
* Component tints https://files.facepunch.com/1ba817d3-528d-4444-a05a-a02e872f3fc7.png
Prevent MapInstance on clients from binning received network objects, Facepunch/sbox-issues#6669
Fix NRE in SceneEditorSession.Resolve when an unsaved scene/prefab session is open, Facepunch/sbox-issues#6594