14,022 Commits over 1,583 Days - 0.37cph!
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
Whine about very old nvidia drivers to the user
Vulkan: Always allow mutable swapchain format
Vulkan: Update swapchain texture spec if overridden swapchain format
videorecorder: convert image format if not RGBA
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt)
Don't need to grab depth for any other post processing effects either (because they don't use them)
Compile shaders
Undo changes to Graphics.GrabDepthTexture to avoid problems
Correctly resolve textures fetched from Graphics.GrabDepthTexture
DOF uses DepthBuffer texture again + clean up a bit
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
Forgot we're not using #nullable
Add Clone Game Object node
recast update latest
Update compat with recast
Add detour
Fix gradient fog not showing in the editor
Fix SceneFogVolume not updating because ID is 0
Update CubemapFog.cs
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
Expose GameObject.Tags to ActionGraph
IRenderOverlay should have never existed
Keep track of referenced component types in ActionGraphs
Fixed not being able to drag in gameobjects to component control widgets, my bad
When a component isn't found, create a MissingComponent. When saving, save the original data so that missing a component isn't destructive.
https://files.facepunch.com/garry/dc9afdd8-51ec-47f0-a6e1-b9c5a75196d7.png
Disable a couple more crappy Vulkan overlays in editor mode
Project creator: doesn't matter if directory doesn't exist becuase we're gonna make it
Add Prop.IsStatic
Add boit icon to switch between actions and properties in component sheet
https://files.facepunch.com/garry/4409c013-7fba-4061-84e4-b77ea9b034b4.mp4
Add game/core/shadercache/vulkan/shaders.cache to git ignore
Fixed a bunch of cases where creating custom nodes would fail
Fix built in modeldoc game nodes not loading
Delete ExampleEditorTool.cs
Fix orbit camera stomping everything
Remove caching on ToTitleCase (causes more harm than good)
In CloudAssetDirectory, cache off the database instead of accessing every time
Faster, less accurate Asset.IsCompiled() (but still does what we want it for)
Can put evaluations in float inputs
https://files.facepunch.com/garry/7bda74b5-35ac-40c8-91be-322b6b13bf84.mp4
Fix bitvec startup assert
Temporary fix for RenderSceneToPixmap
NetList, NetDictionary (#1447)
* Initial commit
* Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
* Add some exception handling
* Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
* Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary
* Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed.
* Add appropriate unit tests
* Fix for hashcode
* INetworkCustom. Add tests for NetList, NetDictionary.
* Add example usage
* Better formatting
Update Facepunch.ActionGraph
Mark constant nodes as obsolete
Node input value widgets now respect attributes like [Range]
Some node reorganisation
When ambiguous, default to types like string, float, Vector3
Nicer display for constant color inputs
Filter out obsolete nodes from node list
TypeSerializedObject: ignore static fields / properties
Optional default group for ControlSheet.AddObject
Action Graph property panel cleanup
Add a test for FindInPhysics because chances are I'm going to forget this fix when izabu updates
Fix CastShape on mesh shape not returning hit fraction when toi is overlapped
Update editor play button when using F5 hotkey
sbox-issues/issues/4529
Add button to open code editor if we fail to load a project
Add Scene.FindInPhysics( sphere ) and Scene.FindInPhysics( bbox )
Dragging a model into the scene will spawn a prop if applicable
Disable some commonly bad third party overlays in editor mode - we can finally disable Steam overlay too in editor
Serialize and Deserialize GameObjects as objects
Use EverythingInSelfAndDescendants when finding INetworkSpawn components
Flip PhysicsContact normal and speed for the other collider
Swap asset browser button order to annoy everyone
Fix SceneView not using scene maincamera settings
Fix SceneView mouse input
Add basic detection for external scene changes (such as from version control), make a dialog asking the user if they want to load or discard those changes (if they have the scene open) https://files.facepunch.com/tony/1b2911b1/parsecd_Tq3qDQ74Ki.mp4
Update all shaders for good measure
Add nodes for playing / manipulating sounds
Default rendersystem to Vulkan ;) (#1429)
Make Widget.ConstrainToScreen more reliable
ComponentControlWidget: Support dragging in components where there might be multiple of them in a GameObject