17,150 Commits over 1,308 Days - 0.55cph!
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster)
Clean up, try to get as much of this standalone stuff as contained as possible
Pigtail Hair + Eyelashes Update + Fixes to .clothing files
https://files.facepunch.com/daniel/1b1711b1/sbox-dev_KgSKudxKhV.jpg
Safe copy
Log copies
Use code resources where we can
Only copy compiled code resources
Don't copy tool dlls
Cleanup
Test fetching all code manifests
Scope to active controller when looking for glyph vendor
Can use Alt+F4 to close the game
Force add compiled menu scenes
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
Remove unused args
Create libraries folder
Libraries basics
Editor and UnitTest folders should be in the root of the project
code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change)
Move addon asset locations, fix tests
Fix not mounting base/citizen
Include library dll in publish
Clean this code up a bit
When loading assemblies, pre-resolve dependencies and load them in order
This is probably wrong tbh. Should probably just be loading them all at once and letting it take care of it.
Merge branch 'master' into packages
Merge fixes
Update minimal game template with new folder layout
Libraries + new folder layout (read sbox-issues/discussions/5373)
Update minimal game template with new folder layout
Scene reference debug view (Facepunch/sbox-issues#5161) (#1508)
Expose game controller count to public API
Fix crash when drag-dropping .sbproj into launcher
Scene ref gizmo: only use weak references to graph elements
So references from deleted graphs will hide
ActionGraph: clear properties panel when selected node is deleted
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
ActionGraph: Fixed dragging out a signal reroute node
Fix concave shapes not combining friction and restitution
Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync
Fix nav mesh generate trying to add bodies with no shapes
Fix Asset.CompileIfNeededAsync getting stuck
Compile all non-existing and out-of-date assets on project startup
Opening project progress gets reported to splash screen
Bunch of resources that were out-dated
Dead code
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
Fixed left trigger actions never being found
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while
Fixes Facepunch/sbox-issues#5372
Add append shadergraph node
Allow node result functions to spit out errors
Make sure worker threads start when calling RunInThreadAsync( Action )
Log a warning if a task runs without yielding for more than 1s
Facepunch/sbox-issues#4608
Add serialized array collection
Fix lists (in structs?) not saving when list is empty, parent property not setting target object
Merge branch 'master' into packages
Add serialized array collection
Fix lists (in structs?) not saving when list is empty, parent property not setting target object
Clean this code up a bit
When loading assemblies, pre-resolve dependencies and load them in order
This is probably wrong tbh. Should probably just be loading them all at once and letting it take care of it.
data/ conflicts with existing path, use export/ instead
Load assembly, filesystem
Copy base UI textures and fonts
Cleanup
Move standalone-specific stuff into StandaloneGameInstance
Make sure worker threads start when calling RunInThreadAsync( Action )
Log a warning if a task runs without yielding for more than 1s
Facepunch/sbox-issues#4608
Cast shadows of non culled lights, not culled lights.. wtf?
Only debug draw actual shadow casters, add spot light debug drawer
Add append shadergraph node
Allow node result functions to spit out errors
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while
Fixes Facepunch/sbox-issues#5372
Fixed left trigger actions never being found
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
Error list now shows messages from all open graphs
https://files.facepunch.com/ziks/2024-04-16/sbox-dev_aRXgE6cHMs.mp4
Build queue before copying (so we get compiled assemblies)
Temp copy video.json (because I'm sick of it launching in fullscreen)
Split out data dir and game data dir
Don't need to save off absolute game data path, just use relative path
Temp copy some more stuff
ActionGraph editor: View menu
Fix raising an existing ActionGraphView
ActionGraph properties panel refactor
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Better ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Include gamecontrollerdb.txt in standalone build
Action graph editor layout fixes
Cull after, ensure move direct to last tx if query out of time but entries remaining
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
Fix Asset.CompileIfNeededAsync getting stuck
Compile all non-existing and out-of-date assets on project startup
Opening project progress gets reported to splash screen
Bunch of resources that were out-dated
Dead code
Include library dll in publish
Move addon asset locations, fix tests
Fix not mounting base/citizen
Fix nav mesh generate trying to add bodies with no shapes
We should be able to get away with not copying these manually, asset system should handle it
We need a few files from core, though
Clean up, slightly improved wizard
Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync
Fix concave shapes not combining friction and restitution
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
Fix paths, temporarily copy sbproj
Load from manifest, un-hardcode paths
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Move ActionGraphExtensions to its own file
First pass at multiple ActionGraph tabs per editor window
code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change)
Editor and UnitTest folders should be in the root of the project
ActionGraph: Fixed dragging out a signal reroute node
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
ActionGraph: clear properties panel when selected node is deleted
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
Remove unused args
Create libraries folder
Libraries basics
Scene ref gizmo: only use weak references to graph elements
So references from deleted graphs will hide
Fix crash when drag-dropping .sbproj into launcher