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17,066 Commits over 1,308 Days - 0.54cph!

36 Days Ago
Null checks in RefreshContacts
36 Days Ago
Component Ids (#1501) * Component id + prune those for refresh as well * Serialize id properly * Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id * Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type * Serialize as Id not __id so also picked up by MakeGameObjectsUnique * Scene unique component ids - update serialization test accordingly * Phase out storing GO guid and component type * MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) * Unit test for clone with references * When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure * Add test for loading old reference model type from prefab / json * Test both old and new formats * Let's not make this elseif - always check both
36 Days Ago
Fix unit tests, add SerializedProperty method test
36 Days Ago
Don't include special name methods in TypeLibrary (getter/setterr spam) SerializedObject can handle methods ControlSheet supports buttons/methods Add [Button] https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png Add break button to Prop component Simplified ComponentSheet, makes use of ControlSheet logic more Editor style tweaks
36 Days Ago
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
36 Days Ago
Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection
36 Days Ago
Remove all ggx code for now & just copy directly to cubemap array
36 Days Ago
Let's not make this elseif - always check both
36 Days Ago
Test both old and new formats
36 Days Ago
Add test for loading old reference model type from prefab / json
36 Days Ago
Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153
36 Days Ago
Fix some Assets not loading properly from cloud folder on startup
36 Days Ago
Phase out storing GO guid and component type MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) Unit test for clone with references When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
36 Days Ago
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
36 Days Ago
Add Panel.TooltipClass - fixes sbox-issues/issues/4746
36 Days Ago
Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes
36 Days Ago
Fixes local interpolation jitter Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495) [ActionGraphInclude] implies [Expose] Rename "Game Object" node category to "Scene" Expose scene tracing to Action Graph https://files.facepunch.com/ziks/2024-03-11/sbox-dev_rirZ1oi97u.mp4 Fixes Facepunch/sbox-issues#5120 ActionGraph node menu respects [ReadOnly] attributes Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again Update Facepunch.ActionGraph Facepunch/sbox-issues#5066 Facepunch/sbox-issues#5128 OnDestroyInternal should be internal IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does handlebar_moustache small adjustments studdle colour adjustments Allow easy access to graph inputs from node menu, including "This" https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png Facepunch/sbox-issues#5082 Fix copy/pasting nodes referencing graph target input. Fix NRE when deleting items from serialized list in inspector Fix removing dictionary entries not marking scene unsaved Get rid of redraw flicker when adding/removing from lists and dicts Proper fix for hull vs mesh at large coordinates (thanks dirk) Handle exceptions thrown when discovering reflection-based nodes Fixes Facepunch/sbox-issues#5157 Remove last references to lightbinnervr Readd Dynamic/Baked light settings on hammer Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924 Strip out menu resources/startup resources - more trouble than it's worth Fix OnPreRender always getting called, even if execute in editor is false Tick UI right before render, after other updates Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155) Component selector search is scored, uses classname and description too Add tooltip to component selector Rename Particle System to Legacy Particle System Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png Don't preview smd for now SerializedProperty and ControlSheet support nullable values BoolControlWidget fade property when disabled Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes Add Vector3.CatmullRomSpline, Vector3.TcbSpline Add SceneLineObject Add LineRenderer component Add line prefab Fix NRE Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint Fix async warning in PreviewMesh Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too ICollisionListener & ITriggerListener have default interface methods + docs Resolves sbox-issues/issues/4852 Fix game setup's Launch Mode always falling back to default LaunchMode.Normal Resolves sbox-issues/issues/4923 Add RigidBody.MotionEnabled Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved Tick UI before resetting input - fixes sbox-issues/issues/5169 Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144 Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141 Try to store package revision id in lobby Cubemapper tests Merge branch 'cubemapper' of sbox into cubemapper
36 Days Ago
Try to store package revision id in lobby
36 Days Ago
Serialize as Id not __id so also picked up by MakeGameObjectsUnique Scene unique component ids - update serialization test accordingly
36 Days Ago
Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141
36 Days Ago
Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144
36 Days Ago
Tick UI before resetting input - fixes sbox-issues/issues/5169
36 Days Ago
Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
36 Days Ago
Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
36 Days Ago
Component id + prune those for refresh as well Serialize id properly
36 Days Ago
Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved
36 Days Ago
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object
36 Days Ago
Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense
37 Days Ago
Add RigidBody.MotionEnabled
37 Days Ago
Fix game setup's Launch Mode always falling back to default LaunchMode.Normal Resolves sbox-issues/issues/4923
37 Days Ago
ICollisionListener & ITriggerListener have default interface methods + docs Resolves sbox-issues/issues/4852
37 Days Ago
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
37 Days Ago
Fix async warning in PreviewMesh
37 Days Ago
GameController -> CGameController, some code refactor, Controller is a handle
37 Days Ago
Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint
37 Days Ago
Add Vector3.CatmullRomSpline, Vector3.TcbSpline Add SceneLineObject Add LineRenderer component Add line prefab Fix NRE
37 Days Ago
Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes
37 Days Ago
SerializedProperty and ControlSheet support nullable values BoolControlWidget fade property when disabled
37 Days Ago
Don't preview smd for now
37 Days Ago
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
37 Days Ago
Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155) Component selector search is scored, uses classname and description too Add tooltip to component selector Rename Particle System to Legacy Particle System
37 Days Ago
Fix OnPreRender always getting called, even if execute in editor is false Tick UI right before render, after other updates
37 Days Ago
Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924 Strip out menu resources/startup resources - more trouble than it's worth
37 Days Ago
Make control sheet labels draggable Dropping a component property will create a set node https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4 Facepunch/sbox-issues#5129 EditorNode display fixes for embedded targets
37 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later)
37 Days Ago
Remove last references to lightbinnervr Readd Dynamic/Baked light settings on hammer
37 Days Ago
Handle exceptions thrown when discovering reflection-based nodes Fixes Facepunch/sbox-issues#5157
37 Days Ago
Proper fix for hull vs mesh at large coordinates (thanks dirk)
38 Days Ago
Initial commit Component id + prune those for refresh as well Serialize id properly OnRefresh Fix refresh for bones
38 Days Ago
Get rid of redraw flicker when adding/removing from lists and dicts