14,461 Commits over 1,614 Days - 0.37cph!
Explicitly load the steamapi64 dll from the bin folder
Fix menu music NRE
Make Web.DownloadFile a bit more resiliant
Fix NRE in Component.Loading
Fix NRE in TrailRenderer
Fix error reporter not reporting some package errors
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button
Fixes Facepunch/sbox-issues#6487
Add ReadAsPropertyName/WriteAsPropertyName to all Vector2/3/4/Int JsonConverters. This means Vectors will be serialized properly when used as Keys in a Dictionary.
Try / catch around new node types in FindAllReflectionNodeTypes
GameObject.Deserialize removes existing components not included in serialization when in editor
Disable components when breaking apart a disabled prop. Don't recreate prop components when changing tint etc, only model change needs to
Fix action graph node list not showing new members after hotload
Allow creating instances of simple user types in action graph
```csharp
public record ExampleRecord( int Foo, string Bar );
```
https://files.facepunch.com/ziks/2024-09-25/sbox-dev_PyZRMaMzAu.png
TextRenderer exposes BlendMode
Fixed ScreenPanel not keeping screen dpi in bind when scaling down
It's fine to call NetworkSpawn multiple times, just ignore it
Wrap GameObjectSystem's init in a Scene.Push
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too)
Fixes Facepunch/sbox-issues#6499
Humans: added a "poor man's RBF" constraint setup which pushes out elbow & kneecap helpers outwards a bit as arms/legs rotate, which helps volume preservation
Add JsonObject.GetPropertyValue
Fix errors
Fix exception when creating new scene
MapInstance - load resources from loading instance
MapInstance - allow loading scenes as maps
Publish scenes as maps
When publishing a map, try to set ParentPackage
Add Flag.WithFlag( Flag, bool )
Add GameObjectFlags.EditorOnly
Make map preview less annoying
Override Deserialize with options for Scene so undo uses scene deserialize instead of GameObject, fixes undoing object deletions
Add Component.DestroyGameObject()
Revert "Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)"
This reverts commit 035076021d71fcd5a26354b916815f3da40d22fc.
This should fix errors not having version information
Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)
[Hide] IsValid on Resource so that it doesn't show Is Valid tickbox in inspector for game resources
Expose places for editor tools to interact with ActionGraphs in resources
Remove stepcount from physics interface, don't need to be calling into native to set this
Fix "Break into separate components" on a deactivated Prop component not restoring procedural components
Fixed inconsistent padding on header bar between LeftCenter and Center layouts
Only append quotes to clipboard text when pasting into property where it's not already likely valid json, resolves Facepunch/sbox-issues#6496
Update ITagSet to have more consistent HasAll/HasAny overloads, resolves Facepunch/sbox-issues#5023
Differentiate between cloud vs missing map in inspector
Add try catch to Language.AddFile, output exception and file path so users can track down the problem, resolves Facepunch/sbox-issues#6478
Move Hammer stuff to its own project
We don't need <Vulkan> in the editor title anymore
Cleanup
Fix holding ALT not providing gizmo inputs. Resolves Facepunch/sbox-issues#6495
Make Resource IValid, not valid when not yet loaded/missing
Replacing deleted assets is treated as new, triggers reload events properly
Deleting/replacing prefabs updates instances in open scenes
Prefabs: register promise for missing source files, update inspector UI to show missing
Add chunky mode to ResourceControlWidget
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
Fix map fog sometimes not scaling by fogcontroller
Fix duplicate not working on NotSaved gameobjects
Don't print the name of every loaded resource
Only update sphere shape when changed
Cache transform origin for sphere collider when built, use that when resizing
Make sure resources created from native keep their correct path even when using fallback (error.vmdl etc)
Make missing resource references more obvious in inspector
https://files.facepunch.com/solw/2024/September/23_14-27-LawfulPika.png
Move a bunch of shit from GameNetworkSystem.* to Networking.*
Revert that experiment, there is no benefit
HashSetEx actually doesn't need to defer adds
NetworkSpawn() with no arguments will use Connection.Local as the owner (like it used to)
External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
Revert "Remove GetAllComponents( Type type )"
This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f.
Implement GetAllComponents( Type type )
Log files use the process name
Remove GetAllComponents( Type type )
Experiment: Does the boxing to object make any difference here
AnimGraph: Keep track of cycle for updating state machine blend weights instead of calculating from anim time, should fix dodgy blends when playback speed fluctuates
ModelDoc: Fix obj loader not making use of object name, causing bad mesh names
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check"
This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c.
Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes"
This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check