437 Commits over 306 Days - 0.06cph!
Refactor item pickups, streamline logic/validation
Fix hornetgun using rpg AmmoResource
Disable pickup collider when not active
Smite GiveHealth/GiveArmour
Just rpc PickupNotice to the owner
Snip dodgy GetHashCode override, make sure inventory slots are rebuilt when contents change
Stop gluon fx, gauss chargeup on disabled not destroy
Use PlayerData.All when spawning players on StartGame, some may be connected but not yet active
Disable gluon beam shadows
Prevent negative gluon beam length
Stop gluon gun white noise machine
Gluon hitmarkers
Add godmode cmd
Hornet gun: hitmarkers on projectile explode
Standardise "Find in Asset Browser" and "Open File Location" option logic, create a browser if needed, raise tab into view
Rename "Open File Location" to "Go to Location" so I stop confusing it with the one that opens it in explorer
Snip 2nd collider on ejected 9mm casings, reduce lifetime to 10s
Add "No Source" asset tag for compiled assets without source files, resolves Facepunch/sbox-issues#7606
Set Project.Current as soon as it's active
Add "Published" asset tag for assets that've been enabled for publishing, Facepunch/sbox-issues#7604
Asset Browser: Tag filter chips will show highlighted when active, and let you disable them
https://files.facepunch.com/solw/2025/February/14_18-14-CheapOstrich.png
Asset Browser: Get tag filters via the search widget working until we replace this with something better
Split cmd and args input by space, don't prematurely de-quote args, resolves Facepunch/sbox-issues#7611
Add [SkipHotload] to RcSortedQueue comparator
Fix exception when bots pick up weapons
Swap !IsProxy && !IsBot checks for Player.IsLocalPlayer
Don't show bots hitmarkers on my screen
Require DropOwnership() to clear owner instead, document exception
Calling Network.AssignOwnership with a null connection will pass empty guid instead of throwing NRE
Replace SteamId usage with PlayerId (unique per connection and bot), streamline spawning logic
Don't draw bots hud vitals on my screen
Just reference PlayerData instead of keeping two copies of all this, looking it up etc
Tidy up death logs, don't double up
Remove logic to migrate from old project cookie, editor layout locations
Fix default layout raising cloud browser, do asset browser instead
Default WindowedLocalInstances preference to true
Do InputRouter::OnWindowActive based on engine window (not app) focus, fixes click-to-focus going thru as an input and shooting or whatever
Update mouse capture position if we get new absolute pos while locked (eg when unfocused, tabbed)
Keeps cursor position predictable/reliable, stops occasional out of date position being restored and yeeting my mouse across the screen
Only SetCursorPosition while engine window's got mouse focus, prevents unwanted movement in editor
MapInstance also reloads the map on Hammer compile when it prev. failed to load
Toggleable weapon autoswitch when picking up something better #92 (player.autowepswitch cvar)
Fix NRE when killing self
InventorySlot IsValid check
Shotgun uses correct muzzle transform
Hook up Sound.Play delay parameter
AssetPreviewWidget builds dynamic layout, passes parent widget correctly
Add SoundPlayer, use as preview widget for sound files
https://files.facepunch.com/solw/2025/January/30_11-51-FarflungUrubu.png
PreviewSound automatically plays from 0,0
Remove opaque automatic sound playback from AssetList
Fix exception when pasting into TextEntry with MaxLength, resolves Facepunch/sbox-issues#7442
Add StatusBar to GenericPicker
SceneViewport dolly zoom is timescale independent, resolves Facepunch/sbox-issues#7454
AssetList displays hovered asset/directory path in window status bar for all display modes
Show un-normalised path as AssetList status text
Hierarchy: Exiting search expands to new selection, resolves Facepunch/sbox-issues#7453
TreeView.RecursiveLayout compares TargetObject correctly, fixes TreeView.ScrollTo
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
Add Texture.LoadAsync using AsyncResourceLoader
Add TexturePicker
Add PickerOptions.InitialSearchText, populate from native params
TexturePicker uses InitialSearchText so it starts filtered to _normal/_ao/etc where that's handy
Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute
Add SimplePicker, use for shaders until we get something better so that's not awful to use
https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png
Unbreak asset inspectors for some resource types, resolves Facepunch/sbox-issues#7382
Add 'jump to code' asset inspector toolbar shortcut for custom resource types
Swap dead wiki page link for docs url
Use [IconName] for PrefabFile.MenuIcon
Custom resource types will inherit custom editors of base types if they've not got one
Can drag/drop files and folders onto path widget segments to copy/move there
Update qt for windows drag/drop cancel crash fix
More IsValid safety checks for drag/drop events
Fix crash when drag drop is cancelled/cleaned up before windows callback
Gradient editor: add buttons to select next/previous point without pixel picking faff
Gradient editor: clear point selection when whole gradient changes, make reverse work properly aha
Gradient editor: Tweak point drawing for better legibility
Clamp point location to 0-1 when adding to gradient
Gradient editor: add shortcuts to reverse, distribute points evenly, clear to white
Add presets to gradient editor, ux improvements
https://files.facepunch.com/solw/2025/January/10_14-37-SolidUintagroundsquirrel.png
Prevent gradient editor colour points having alpha value
Support photoshop-style sampling of gradient color under cursor
https://files.facepunch.com/solw/2025/January/10_15-21-RemorsefulAsianlion.png
Fix being able to create new gradient point with a negative location
Add context menu to GradientControlWidget
Add optional count badges to TabWidget tabs
Asset Inspector: always show ref/usage tabs, allow flexible preview sizing
Save asset browser filters/search between sessions, resolves Facepunch/sbox-issues#7247
Managed compiler also includes currently unrecognized asset paths as references, so they can be populated later
Fixes incomplete dependencies list for resources, uploader missing required cloud assets, etc.
Show still unrecognized asset paths in reference/asset list without errors
Doh lets always subscribe Terrain OnTransformChanged
Saving prefab session reloads cached prefab scene, resolves Facepunch/sbox-issues#7307
File > Open menu supports opening prefabs too
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180
Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists
Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances
Improve readability of File > Open Recents menu, show correct icons for type
Asset browser: Combine file and asset context menus, make non-asset context menus not useless
Show code editor title for 'Open in X' code file context menu
Rename/duplicate uses full file names (including extensions) for non-assets because that's handy
Fix typo
GameObjectNode does TreeNode.HasChildren, resolves Facepunch/sbox-issues#7167