243,518 Commits over 3,898 Days - 2.60cph!
Base joint component
Start of hinge component
br_sphere_purple more purple, less pink
big button
Merge branch 'main' of sbox-assets
Make sure maps set the world reference body
Change view "Restore to Default" to "Reset Layout"
Fix running EmptyAsync every time a log would come through even if it wouldn't display
improved new player jump animations and got them at the correct height and added jump mid air anim
Keep selected object when starting play mode (sbox/issues/1340)
Add some shorthand methods for PanelComponent
Make PanelComponent partial (whoops)
Add Setclass to PanelComponent
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
Component headers can be dragged into control slots
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Add support for moving multiple selected GameObject nodes in the hierarchy
GameObjectNode is editable
Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4
Merge branch 'main' into networking
Keep deserializing when component missing
Don't serialize default values in GameObject
NetworkObject isn't a component, add checkbox for networking to go
Add GameNetworkSystem.IsHost, IsClient
Updated Legacy Furnace Prefab
Added Legacy Furnace Emission Materials
added legacy_furnace prefab and item to help test, updated manifest
Turn Lua effect creation warnings to non halting Lua errors
Fixed NPC:SetSquad not working when the NPC has no squad
Added IGModAudioChannel:GetBufferedTime()
Basic Legacy Furnace prefab setup
Corrected VariableDependencyAnyReject test
DispatchMode validation respects collapsing `nop` nodes
Removed links parameter from IActionGraph.Serialize(nodes)
Sub-graph creation interface
Collapse links through `nop` nodes
Failing test involving `any` and `nop` nodes
merge from fix_wire_tool_remove_point_nre
merge from modding_prefabs
merge from TugboatLowFPSFix
Only actually add attribute members if they'd be used (target function accepts them)
cherrypicking
89975
Add `cached_browser_enabled` convar
Default cached browser as enabled
Ensure the "cached browser button" is set to the convar
cherrypicking
89975
Add `cached_browser_enabled` convar
Default cached browser as enabled
Ensure the "cached browser button" is set to the convar
Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago.
Use ToolTip instead of StatusTip in a bunch of places
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Kill StatusBarLog after some time, based on LogEvent level
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Clear current stack trace entry when clearing the console
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
ConsoleEntry refactor, can read simple stack of diagnostic messages now
Refactor
More cleanup
Sort diagnostics by severity / project, so errors are output last on compile
Clear status bar on compile, remove test button
Delete Error List
Move some code back to Engine, raise console dock when clicking status bar log
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Add setItemEnabled to NativeEngine.QComboBox
Add enabled parameter to ComboBox.AddItem
Show all code editors, even if they're not installed, but disable the button
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
Experiment moving log counts to status bar
Would be good if I actually clamped this value
Add delete option to editor window layout manager
CodeGen method wrap target function can (optionally) have first parameter be the specific wrapping attribute or an array of Attribute[] which would contain all CodeGen attributes on the method being wrapped
metal face mask and vest setup, new lighting prefabs, moved mannequin to centre and made new head only variant
merge from main, setting up twitchrivals twitch drops
merge from terrain-texture-compression
merge from trophy_nre_fixes
merge from building_skins_4
merge from Twitch_Rivals_IV
merge from main Twitch_Rivals_IV/twitch_desk
turned down AO on twitch desk materials
Should fix startup errors some people are suffering
Leaderboard backup, run #7540
Add a LOD component to laser light point lights
Disable 2 of the lasers that are emitted from a laser light if the player is more than 40m away
Disable the final laser if the player is more than 60m away
Tutorial NPC wip idle anim. Updated player controller + gesture asset.
Merge from tutorial_island
Added "NoEnv" variants of terrain_trigger and water_trigger - prevents pitch darkness (useful for certain mapping scenarios).