240,725 Commits over 3,867 Days - 2.59cph!
Scene take focus when clicking
Show network status in heirarchy
Don't include networked objects in scene snapshot
Time fixes
Delete crashhandler.dll/so
I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically
TextEntry improvements
* Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset
* Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text
Main menu workshop changes
Allowed to favorite addons through menu UI
Favorite and Vote Up/Down are now better synched with real values
Favorite categories are not cached
radiation volumes
interactive props
environment volumes and veils setup
placed individual props/structures back
scene hierarchy cleanup
Add TextRenderer component
Fucked it
Squash commit of VR components from vr branch
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
Don't clear selection when selecting empty GameObject field in inspector Fixes #1329
Make component list scrollable
Scene hierarchy selection adds to edit log
Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing
Add Move Up/Move Down to component context menu
Add button to component header for context menu
Fix unused context menu eating a mouse click
Can debug draw Scene.PhysicsWorld with physics_debug_draw
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Merge branch 'main' into networking
Refactor so PlayerController works as before
merge from fix_skin_item_sfx
merge from tc_storage_adaptor_fix
Blink sweetspot notches when in sweetspot range.
Colour tweak.
merge from conveyor_build_fix
cherrypicking multi_tea_fix
Separate long range & sweetspot bars.
Calc tweaks.
Increased UI lerp speed.
First pass of expression generation rewrite
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Remove drag tags when dropping into scene
Temp placement effect for flag.
Source tweaks.
merge from fix_wire_tool_reconnect + fix_wire_reconnect_nre
merg from CorpseVehicleCollisionFix
merge from report_name_fix
merge from rail_network_link
merge from base_decor_DLC
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Leaderboard backup, run #7396
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
Moved IK settings on Held entities into a dropdown
Moved disable spine IK and disable head IK into the held entity
Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue.
Removed IOEntity.framebudgetms convar
Added IOEntityconvars:
-frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities
-frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities
-frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities
-frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels
-frameBudgetGenericMs (default 1ms) - currently unusued
-frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
Added 3 additional stone tiled cube prefabs
Updated Balaclava + LODs for existing assets
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Render VR separately
Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code
Set VR controller type (Input.VR.Type)
Remove some CSS logs I forgot about (sorry)
WIP expression generation rewrite
* To support expression nodes with multiple outputs
* Make sure nodes are evaluated as few times as possible
* Make sure output values are properly scoped / not overwritten
WIP CallGraphNodeDefinition
Basic item and icon setup.
Would be good if I actually clamped this value
Experiment moving log counts to status bar
Added icon render scene to scene loader.
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Fix GameObject/Component references not filling in disabled objects
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
breaking down the interior greybox into task folders/individual meshes