1,090 Commits over 1,004 Days - 0.05cph!
Terrain: Implement simple noise tool https://files.facepunch.com/tony/1b2011b1/sbox-dev_3vMnaauA7V.mp4
Let's format this file properly
Terrain: Implement smooth sculpt tool https://files.facepunch.com/tony/1b2011b1/sbox-dev_N6T1keSw6q.mp4
Fixed CreateGameModal menu error
DedicatedServerConsole: Show hostname instead of "s&box server" if there is one
Add LaunchArguments.MaxPlayers, overrides created lobby preferences (used for CreateGameModal)
Brush Settings: increase maximum width so we have sliders
Try catch when accessing Console.BufferWidth, resolves #1854
Doubled reconnect timeout time (30 -> 60)
Dispose of PrefabFile's cached scene when unregistering, should fix memory leak when switching games
Update CreateGameModal - don't have two General categories if we have uncategorized GameSettings, fixed not listing uncategorized GameSettings
Support ConVar.Min|Max for game settings when publishing a project
Revert "Add option to ignore transform when serializing a GameObject, resolves Facepunch/sbox-issues#7840"
This reverts commit 2ac02f274f06d90bdc0719ec8b9f95c68a258642.
Fixed InputAction copy constructor not setting Title
Add InputAction.Title, use in binds menu, fall back to Name if not set, resolves Facepunch/sbox-issues#7818
Add option to ignore transform when serializing a GameObject, resolves Facepunch/sbox-issues#7840
Don't use tall thumb in GameClosedToast, resolves Facepunch/sbox-issues#7814
Fixed lobby count not refreshing correctly in GameModal, resolves Facepunch/sbox-issues#7815
Fixed map selection not working if using CreateGameModal
Account for additional related files for dependencies when we're including source files - should fix uploading source files for clothing resources
FixIdentName in Asset returns quietly if the asset isn't set up yet, looking at the code that consumes this, it's intentionally not setting up the asset yet
Fixed achievement unlock behaviour if min and max are the same (useful if mistakingly set to 1 -> 1)
CreateGameModal DropDown has a bound value
Can pass GameSettings to MenuUtility.OpenGame
Use value edits instead of binds
Remove CreateGameSettings (unused), populate game settings controls in CreateGameModal
GameLobbyGroup: order most full lobbies first
Tweak LobbyCard to show additional member count instead of stacked lobby owner avatar, since we can't grab member list for a lobby without joining it currently
Don't call Component.OnPreRender on dedicated servers
I'm gonna keep an eye on this - but you shouldn't be using this to do non-rendering logic
Update Sweeper sample project
Add thumb to published workshop clothing
Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network
Make ResourceLibrary work for all Resources - meaning we can network resource references
Menu: Add slider and input limits to Field of View option, resolves Facepunch/sbox-issues#7501
Can set hostname in create game modal, feels like we should be using data validators, require map selection before you can hit start game (if we are picking a map)
Don't pass data back and forth - just start the game in the modal itself
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Push menu scope in Game.Overlay
Switch GameSettings to CreateGameModal
Pass info back through CreateGameModal, can select map and maxplayers
Steam Workshop Clothing (#1801)
* When publishing clothing assets, upload a manifest item to the steam workshop and associate the asset with the workshop entry
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Set Asset's WorkshopId correctly
Don't give everything a zero'd workshop id
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Set Asset's WorkshopId correctly
Don't give everything a zero'd workshop id
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Don't give everything a zero'd workshop id
Set Asset's WorkshopId correctly
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Pass info back through CreateGameModal, can select map and maxplayers
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Rename and move ClothingUtils file
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)