612 Commits over 884 Days - 0.03cph!
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
AssetBrowser: stopped pinned asset bricking the whole sidebar
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704)
- Also tracking pressed controller buttons now
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539
https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4
Improve Bootstrap::Init error output to show diagnostic errors if they exist - we get a lot of users asking about this, and the original exception is not very useful
https://files.facepunch.com/tony/1b0411b1/sbox-dev_GUQ7oMB8Eh.png
Get shortest SourceLocation path when setting TypeDescription.SourceLine/File
- This should've been the original fix for opening code files that have partial class defs
Get rid of my partial class check for SourceLocation codegen, it's actually the culprit for Facepunch/sbox-issues#6753 - re-publish your game and it'll be fine
Use [FontName] for TextRendering.Scope, resolves Facepunch/sbox-issues#6752
https://files.facepunch.com/tony/1b3111b1/sbox-dev_VBbuYDiPZN.png
We shouldn't need these SteamInput files anymore
Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653
https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4
Add "Set to None" option to InputActionControlWidget
https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser
Resolves Facepunch/sbox-issues#6614
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599
Add EditorUtility.RestartEditor, RestartEditorPrompt
Add editor prompt which restarts the editor when changing parent game / target game
Fixed input settings not being applied in subsequent games (d'oh)
Add JsonUpgrader support to ConfigData - will be using this for Input config updates
Split out InputSettings into Input.config - backwards compatible
Rotation can parse from serialized Angles, resolves Facepunch/sbox-issues#6085
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
Expose physics substeps control to scene inspector, resolves Facepunch/sbox-issues#6480
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
Add command line switch for opening a game on startup (currently opens the game modal)
Fixed inconsistent padding on header bar between LeftCenter and Center layouts
Update ITagSet to have more consistent HasAll/HasAny overloads, resolves Facepunch/sbox-issues#5023
Add try catch to Language.AddFile, output exception and file path so users can track down the problem, resolves Facepunch/sbox-issues#6478
External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
Game controller rewrite (#1664)
You shouldn't experience anything different other than you shouldn't run into any problems. Let's see how long that lasts 👀
hammer: Don't append to EditorReferences when gathering them, start again from scratch - helps clearing out old refs that a map might not rely on anymore
Support empty <style> block in .razor files
Resolves Facepunch/sbox-issues#2725
Fixed motion data returning crazy values if something went wrong, or we don't have the hardware
Stop-gap fix until I suss out why maps are referencing their own game projects, and having projects download their cloud version on startup
Made some changes to how we're loading remote packages from map file references, do it on project startup instead of when opening map, removed AssetResolverWindow as it's not needed anymore. Will keep an eye on this
This should resolve issues when using remote packages in hammer maps
- Everything would be an error until you opened the map in hammer
- On restart, a big majority of the assets would get cleared out and you'd have to re-open in hammer again
- Hammer should open maps with lots of references faster (Construct 3 mins to 20 seconds, HC1 Refinery 2 mins to 15 seconds)
Fix toggle global space shortcut type
Don't normalize AnalogMove when using a gamepad... so it's actually analog
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg
Default prefab save directory is the assets root, not the project root
Make AE_CL_BODYGROUP_SET_VALUE work
Clear usage data on list update
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png