243,196 Commits over 3,898 Days - 2.60cph!
Some refactor and a bunch of distance check replacements.
test bday cake scene branch
Show `...` (animated) while waiting for ping from server instead of `?`
refreshed barrel art
updated prefabs
Change how GameObject and Components are serialized so that when the Component properties are serialized, everything that is going to be created is already created.
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
Add r_depth_debug to visualize the depth buffer
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
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general
New Outfit Piece - Fisherman Jumpsuit
LODs and Skinning adjustments coming asap!
Add PhysicsBody.GetLerpedTransform
Add PhysicsBody.SmoothMove
sceneanimatableobject sets physics bone positions on non animated models too
Fix skinned mesh bounds being fucked (although this needs another look later on)
Rotation.SmoothDamp is static
Add SmoothMove.SmoothMove which takes a transform, does rotation too
Cleanup failed experiment
Remove r_depth_prepass option, we should always be doing it as part of forward+
Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
Fix api break
Up Engine API version
Pass engine version how web expects it when searching for packages
depthresolve uses min of all msaa samples
Update izabu and add my changes
Render menu
Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually`
Clear attributes after popping a layer when rendering UI
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
Disable tests that load games or addons for now. Closes #1376
Disable TestGamemode unit test and game and extension templates unit tests
Go through code looking for painday comments and try to sort them out (#1377)
* Go through code looking for painday comments and try to sort them out
* Readonly get
Clear all [Obsolete] for a fresh slate (#1378)
* Clear a bunch of [Obsolete] stuff
* Remove obsolete template element override
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now
Disable test for package.facepunch.sandbox.dll Should_Pass
Disable 2 more tests that will be broken right now
Merge branch 'master' into codegen-struct-arg
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
SkinnedModelRenderer derives from ModelRenderer
Added OnTagsChanged, tags cascade to child objects
Tags show differently depending on whether they're inherited or not
Fix missing player in volume fog scene
Batch component callbacks nicer
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
Cleanup
Make OnValidate protected
FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor
Update renamed to OnUpdate, made protected
OnStart is protected
Unit test fix
Made everything else protected
Fix model not getting updated in ModelRenderer
Fix GetComponents getting components of disabled GameObjects
Fixed children gameobjects not disabling properly
Put a decal in the volume fog cave
Moved HeaderBar folder up one to remove Editor directory warning
Move Component access to a class, so we can use the same from Components without twinning methods
GetComponent => Components.Get etc
Rename Components.Add to Components.Create
Tweaks Components.Get/GetAll so they can take flags to filter instead of the two bools
Reverse the disable condition in ForEachChild to match new Component default
Add GetOrCreate
Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory)
Show loading screen when loading scene
Update the skinned meshes in order when parented
Fix undo json max depth
Fix ComponentList not updating
Fix undo breaking with too much depth
Update component template to match new API
Hierarchy tree doesn't swallow shortcuts when focused
Stop using emoji for create object menu, everyone hates it except me
Scene hook system, convert Animation and Physics to use hook system
Add Scene.GetAllComponents<T> (fast path)
PostProcessers can use this shortcut to get their camera
Rename SoundListenerComponent to AudioListener
Sound.Listener defaults to camera position
Soundscape component
Sound Point test
soundscape box shape
box shape in soundscape scene
Sound Box component + scene
correct path for box sound component
Rename SceneHook to GameObjectSystem
Fix components not getting unregistered on destroy
Add Scene.Trace, HitboxGroup (heaby work in progress)
Add AnimationHelper.WithWishVelocity to example playercontroller
Add Scene.GetSystem<T>
Fix opening all menus as modal
Add BaseComponent.OnDirty, [MakeDirty] property attribute
Add GameObjectSystem.ITraceProvider
Remove CameraPhysicsDebug from menu camera 🤦
Hitbox components, Hitbox System
PlayerController faces the direction of the camera when spawning
CameraPhysicsDebug does its traces in a thread
Joint components
ModelPhysics creates ragdolls propertly
Grabber uses new SmoothMove
Cleanup
Fix sound scene description
Joints grab body from keyframe collider if all else fails
Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4
Joint scene name + description
Fixed SkinnedModelRenderer bugs when multiple on same GameObject
Fix CharacterControllerHelper getting stuck along multiple planes
With a few small changes to read closer to the original source
Hinge center and axis use game object transform instead of properties
Do the same for slider axis
Fix incorrect hinge gizmo drawing
GameObjectInspector, start multi edit
GameObjectInspector support adding components to multiple gameobjects at once
Handle component multi-select
Component/GameObject ControlWidget multi edit support
Update to consider removed painstuff / obsolete
Merge branch 'main' into staticrpc-authorityrpc
Disable 2 more tests that will be broken right now
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now
Disable test for package.facepunch.sandbox.dll Should_Pass
Clear all [Obsolete] for a fresh slate (#1378)
* Clear a bunch of [Obsolete] stuff
* Remove obsolete template element override
Remove obsolete template element override
Clear a bunch of [Obsolete] stuff
Update to consider removed painstuff / obsolete
[ Pick ] remove specialized decal rendering path from skin
Go through code looking for painday comments and try to sort them out (#1377)
* Go through code looking for painday comments and try to sort them out
* Readonly get
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
Disable tests that load games or addons for now. Closes #1376
Disable TestGamemode unit test and game and extension templates unit tests
Merge branch 'master' into painday-cleanup
Disable TestGamemode unit test and game and extension templates unit tests
merge from 2009 birthday commit
Added conversion from null tests
Fixed conversion from null (Facepunc/sbox#1360)
Disable tests that load games or addons for now. Closes #1376
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Merge branch 'master' into remove-savedgames
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Go through code looking for painday comments and try to sort them out
Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (Facepunch/sbox#1360)
To avoid conflict with Facepunch.ActionGraphs.ActionGraph
▆▌█▋▊ ▄▄▉▉ ▌▌▄▍█▆█▄▍▆▆▄▋▉▌▇
Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (#1360)
To avoid conflict with Facepunch.ActionGraphs.ActionGraph
GameObjectInspector, start multi edit
GameObjectInspector support adding components to multiple gameobjects at once
Handle component multi-select
Component/GameObject ControlWidget multi edit support
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now
Update CodeGenerator unit tests for new stuff
Distance check optimisation
Leaderboard backup, run #7924
Fixed spraycan reskin not working on some older large box skins until the player reconnects
Rename property to PreventDuplicatesInQueue, false by default
Expose the option on AutoTurrets via sentry.debugpreventduplicates (true by default)
Added a new AllowDuplicatesInQueue property for IOEntities
Prevent AutoTurrets from being added to the queue more than once
Fixed double ParentChanging call
Fixed ragdoll parenting when a new clients enters network range
Updated world model as well.