240,585 Commits over 3,867 Days - 2.59cph!
merge from dec_weaponrack_updates
Setup M4 for all weapon racks.
Support rotating the brush with the movement direction of the mouse
Set the paintbrush brush to use this mode instead of random rotation
Remove empty LOD group component from m4
spas12 and mp4 3p - set up eject shell anims, setup unique weapon anims to fix offset chamber when playing anims
Setup legacy bow for single item racks
Made the shelter easier to place.
Cleaned some priv code.
Ensured shelter gives privilege to the owner.
Fixed building priv not showing on vitals.
Kickstool texture updates
Added branding to rubber
player update, edited the holster positions of f1 grenade and hatchet
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
Disabled useViewModelCamera on Birthday cake 10 prefab
More stability when deserializing invalid graphs
Ensured lock can't be taken off door
Swapped prevent building collider at door
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
ActionGraphComponent
OnUpdate, OnTouch action components
Football demo using action graph
Enum constant node fixes
Action component tweaks
ColliderBaseComponent was renamed to Collider
Copy / pasting nodes
Rework comment and reroute nodes in action graph
Make comment node inspection work like ShaderGraph
Comment nodes are listed separately
Basic variable selector / creation
Rework how variables are added
Fix suggested variable nodes when dragging from an output
On node deletion, remove unreferenced variables
Show variable type in add node context menu
Some fixes after updating Facepunch.ActionGraphs
Graph nodes
WIP Create Custom Node in context menu
Fixed removing UI elements after creating a custom node
Fix up old example action graphs
Fix node positions in new custom graphs
Fixed missing connections on creating custom nodes
Support for renaming inputs / outputs of custom nodes
Update UI of custom nodes if their definition changes
ActionGraph: Better support for methods with lots of overloads
Fixed error involving Connection
Removed debug logging
Fixed jumpscare when opening "Other" in the type selection menu
Static method calls are now distinct from instance method calls
Added ToString nodes
TODO: when Object is in TypeLibrary, this will be obsolete
Clean up ActionControlWidget
Can get rid of ToString node hack
WIP setting const values for node inputs in the editor
Fix action graph component override method signatures
If graph has an icon, use it in ActionControlWidget
WIP show const values for inputs on the node UI
Fixed searching type hierarchy for accessible members
Filter instance methods a bit
Hide indexer properties from ActionGraph for now
Fixed some action graphs
Don't list ignored members when creating nodes
Test out action graph include / ignore attributes
Sort members properties first, then methods (Facepunch/sbox#1360)
Node menu category icons, reordering
Fix OnTouchComponent after rebase
Make getting / adding components simpler in ActionGraph
player update edited unarmed idle pose and updated 2h explosive anims set with updated idle pose
tweaked related materials
better generic rust textures and metal base textures
Render the main camera if we're not in play mode (not sure about this yet)
Get lowest priority camera for player controller (so we're not trying to control the viewmodel camera)
Update cameras.scene
Remove SceneCamera.Enabled (isn't required)
Update to not use camera.Enabled
Initial commit / struct names not finalized
Add viewmodel camera test scene
Engine side of multiple scene cameras test (wip)
Engine side of multiple scene cameras test (wip)
Multiple scene cameras test (wip)
Fix EnumControlWidget for [Flags] enums
Before: https://files.facepunch.com/ziks/1b0411b1/flags-before.mp4
After: https://files.facepunch.com/ziks/1b0411b1/flags-after.mp4
Disabled useViewModelCamera on Birthday cake
Fixed config.cfg failing to load on game start up
exported player update edited hatchet deploy so it is taken from over the shoulder and edited relaxed movement loop anims
Add r_depth_debug to visualize the depth buffer
m4 viewmodel - added effects for shell eject
Fixed pinatas dropping too much canned tuna and low grade fuel
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
Merge ServerSideRagdolls -> main
confetticannon default bp + craft
merge from legacy_shelter