243,035 Commits over 3,898 Days - 2.60cph!
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Can no longer drag a prefab into itself. Resolves Facepunch/sbox-issues#6595
Can no longer change an existing prefab instance's PrefabFile out for the prefab you're already in via the inspector.
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
Fix FindItemsThatStartWith
Sort recents properly
Display "Everything" / "Recents" in address bar when those are active
Show asset name if only deleting one asset
https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
Show file name + extension
Use project root path as root for asset browser stuff
Hide hidden files & folders
Icons for assets, code, libraries, exports, localization, projectsettings folders
https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png
Hide .sbox folder
Open non-asset files (e.g. .cs files) when double clicked too
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.)
Implement OnContextMenu in FolderNode
Navigate to code files using selected code editor
should prefer an active / open solution
Hide obj/ folder in code directories
Add support for drag-dropping assets / folders / etc.
Top of asset locations list shows favorites again
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view
Doesn't refresh properly when going from no entries to some entries yet
Docs
Fixed searching through everything/recents
Show pins in tree when there are some added
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view
Doesn't refresh properly when going from no entries to some entries yet
Docs
Fixed searching through everything/recents
Show pins in tree when there are some added
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Fix adding new cloud asset ServerPackages sometimes causing silly hang
Added fx effects to all of the battering rams wheels
Added GetFrustum to CameraComponent
merge from fix_quarry_animator_lod -> main
Rename "Available" to "sbox.game" in Library Manager + a different icon.
https://files.facepunch.com/CarsonKompon/2024/October/24_10-08-LavenderAnemonecrab.png
Adding/Removing a Component with a corresponding EditorTool will instantly create/destroy it. Resolves Facepunch/sbox-issues#6643
Add GameObject.DebugOverlay, Component.DebugOverlay
Adding a Camera Component to a GameObject no longer throws an error when it shouldn't. Resolves Facepunch/sbox-issues#6641
Disable new cloud packages stuff while I work out why that breaks shit sometimes
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Updating hold types with new animations
Add ulong constructor to Friend class. Resolves Facepunch/sbox-issues#6644
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
missing TowingJointBreakDebug file
Properly get when disconnected
Test boot back to main menu
Add tests for DebugOverlay
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
Sprite shader has a pivot position
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
This bit isn't needed actually
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Tongue in the direction of movement, not camera direction
CameraTrigger tweaks and fixes
Show a colour in the Preset select editor
Player movement is based on camera forward instead of EyeAngles
Update sbproj with DedicatedServerStartupScene
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
Add "new" cloud asset refs to ServerPackages table when hosting a game from editor
Adding cloud assets will now work in clients without having to publish/upload your project (Facepunch/sbox-issues#6598)
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
Merge from teleportpos_improvements