242,369 Commits over 3,867 Days - 2.61cph!
Expose SceneTrace etc to ActionGraph
https://files.facepunch.com/ziks/2024-03-11/sbox-dev_NWYZqy5dMC.png
Mark IActionComponents as obsolete
Don't list obsolete component types in ComponentTypeSelector
Allow .sbproj files to have names
Add EditorUtility.SaveFileDialog
Right click > create model creates a model
Remove all code that calls Sense.Stimulate
Remove OnSensation and calls.
updated level3 lods and colliders to remove last flow blockers to the structure
string fixes and move more text to string files
Throw exception when trying to lock a MixBuffer twice
Leaderboard backup, run #
10228
Shipping container video header
Added basic motorbike entity without sidecar
Added cinematic gestures for kick and push anims from frontier bar door interaction. Re-linked drink and chicken cinematic gestures
Added talk_06 cinematic animation
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Poster scene backup: 'Light the Way' hero
Brutalist church progress
Delete Input.AnalogInputs/GetAnalog (might re-add later)
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Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Fixed remaining issues with condition display
Now respects updated max condition properly
Same bounds fix for DirtyControlMapRegion
Fix ByteStream.Write negative offset
Expose MixBuffer's raw pointer in safer way
Fix NRE on object desyroy (sorry!)
Forward controller axis events to managed
Forward controller button events to managed
Add prefabs for cubemap fog, envmap probe, gradient fog, volumetric fog
Hide terrain component, don't create this manually
Update actions.triggers.scene
ActionGraph window is a dialog, stays on top of editor window
Fix GetAttributes sometimes returning null
Don't write null values in components
Add OnComponent actions
https://files.facepunch.com/garry/65558502-1f39-48b8-81eb-e54a43e025a9.png
Add Collider.OnTriggerEnter, OnTriggerExit
Create actions.triggers.scene
Make block primitive hollow option work
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster