243,708 Commits over 3,898 Days - 2.61cph!
merge from fix_mirrors_gnb
merge from rail_network_link
Fixed cliffs and others disappearing in mirrors (culling workaround)
Added PlanarReflectionCamera.ActiveReflections to check if any mirrors are reflecting
Basic variable selector / creation
Ice lake terrain anchor fixes that could lead to terrain overlaps with small monuments
Make GraphView.FormatTypeName public
Sources timeout.
Bunch of WIP refactor.
Additional rail / road checks for several cliffs
Switch effect run type to server
Comment nodes are listed separately
cliff_tall_pinch_b terrain anchor tweak to fix overlap with train tunnel entrance
End tutorial cinematic boilerplate, invoke via debug.testTutorialCinematic, see EndTutorialCinematic.prefab
Make comment node inspection work like ShaderGraph
Increase the size of the local bounds passed to skinned renderers on the trophy mount
▌▅▉▋▅█ ▌ █▍▋▉▅▍█ ▍▌▍ ▆▊█▆▉ ▆▋▍▊▋▉▍ ▆▉▍▅▋▋▋▄
Fixed shader compile errors
powerplant 2.0 greybox canditate progress
merge from fix_mirrors_gnb
Fixed edge cases of rail and road passing too close by monuments
Reference Facepunch.ActionGraphs, NodeEditor abstraction (#1311)
* Allow references to Facepunch.ActionGraph in editor code
* Add some basic node definitions
* Expose TypeLibrary members as nodes
* Refactor NodeGraph to support dynamic nodes
* Hotload: fix before / after constraints on upgrader ordering
* TypeLibrary.GetSerializedObject overload accepting a getter
* Add [Flags] to DockProperty
* Allow custom exception stack trace inspectors
* Skip HideInEditor properties in ControlSheets
Rework comment and reroute nodes in action graph
Update Facepunch.ActionGraphs
Rework comment and reroute nodes in action graph
Fixed ring rail sometimes cutting too close by monument rail connection points, leading to poor looking rail connection
merge form base_decor_DLC
Storage barrel model moved to deployed layer
merge from base_decor_DLC
Added a new guide mesh for the fourth wanted poster variation with the correct scale.
Putting updated DecalComponent content here so I don't lose it
ColliderBaseComponent was renamed to Collider
Copy / pasting nodes
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
Added planarslice convar to specify how many planar reflections to update per frame
Leaderboard backup, run #7037
Merge from base_decor_dlc
Added player.createTrophy to create a trophy compatible with trophy holders (eg. "player.createTrophy bear")
Won't work for players, seems to work for humanoid NPC's but that isn't recommended, works for animal NPC's
Possibly fixed a case where trophies would be considered non-matching incorrectly
Fixed rocking chair position and rotation issues when parented to a moving tugboat
Merge from base_decor_dlc
Override the bounds of clothing spawned on the hunting trophies (uses a unity 2021 api that I can't test in the editor, so this is untested)
Merge MoreDroppedItemFixes -> main