243,798 Commits over 3,898 Days - 2.61cph!
Fixed wanted poster sketch NRE and not re-appearing after being out of client range
Layouts for poster2 and 3.
SketchOverlay mask changes.
merge from ammo_count_in_chests
Fixed light leaks in another stairwell piece
Temp VM/setup and somme placement setup work.
Fixed SERVER compile errors
metal_trim_02 + wood_trim_polished and all associated blends
Adjust bone scales in small hunting trophy so playermodel heads bounds are the correct scale
Fix player controller body pitching
Add BaseComponent.OnComponentActivated, OnComponentDeactivated
CharacterController obeys IgnoreLayers
ParticleSystem checks control points are valid before using them
Trigger test scene
Update Facepunch.ActionGraphs
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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
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update ActionJigs, expose some more reflection info
Some more nodes
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Action node display tweaks
PlugIn respects ShowLabel
Rerouting fixes
Fixed handle config names for generic types
Action link pulsing in editor
Json ignore / hide ShaderNode.DisplayInfo
Dynamically size input / output plugs
Fix updating plug types in shader graph
Fix not being able to drop on a reroute node
Fixed ActionJig test
Put ActionJigDebugger in its own file
Jig -> Graph
Update Facepunch.ActionGraphs
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Fixed mirror PlanarReflectionCamera NRE
Fixed mirror not reflecting player in standalone
Remove deleted bodies and shapes from m_CollisionEvents
Fixed broken env volume in train tunnel slopes
Docs for ProjectedDecalSceneObject
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system)
Trigger ignore if both have no touch events - not just one
Fill out the ContactEnd struct
Add PhysicsShape.Collider object
Set skinning knife up for all weapon racks.
merge from base_decor_DLC
merge from cinematic_bypass_procedural_spawn
merge from fish_trap_item_filter
More debug stuff.
UI lerp speed tweak.
Skinning knife T1
Skinning knife no longer default
Skinning knife crafting cost pass
rocking chair 2 extra variants
pushed the paint color to a mask to allow different colors
Slightly relaxed bathtub planter volumes - easier to place in a 1x1
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Added preprocessor directive to render tool
Let cache have an option to auto update.
Cinematic 4k Textures/Materials for:
-HuntingTrophy_Fish
-HuntingTrophy_Large
-HuntingTrophy_Small
A bit faster optional argument handling
Also nicer code internally
Rework killicon library
New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon
killicon.Add can now use .pngs
Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution)
Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon
Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
Fix targetID being jumpy
player manager cleanups
Merged pull request
Add sequential parameter to net.Read/WriteTable
Update gm_construct.nav
Added walkable drop down only areas to elevated areas, such as roofs of certain buildings
Added some navarea functions
Added CNavArea.GetIncomingConnectionDistances
Added CNavArea.GetAdjacentAreaDistances
Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
OnEntityCreated is now also called for clientside only entities
Add .gma to file.Write whitelist
Support Vector / Vector
Merged pull requests
* Clean up DOF_Ents table on DOF_Kill
* Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace
RecalculateLineBreaks before firing OnTextChanged
Fix Panel:GetNumLines not being up to date within that hook.
CNavArea:MarkAs(Un)Blocked first argument is now optional
Fixed clientside ragdolls creating unnecessary bonemanip entities
This is a regression fix
Added classnames to "C_BaseEntity::UnlinkFromHierarchy" warning
Made NPC:SetUnforgettable 2nd argument default to true
And also made it actually work, whoopsie
Fix CNavArea.MarkAsDamaging 2nd argument reading from the first
Simplify some code
Safe guard against invalid vector input to PhysObj functions
OnScreenSizeChanged hooks get 2 new params - new sizes
Fix airboat attachment name
Fix seemingly incorrect calculation of vehicle wheel total height
for rear axle
Read settings/users.txt from MOD search path
Added optional filter option to both EmitSound functions
Added new RichText panel methods
Added GetLineHeight
Added SetLineHeight - values below zero mean no override
Added AppendTextWithURLs
Added model file types to file.Write whitelist
Reduce .gma whitelist for data_static/ folder
Only allow txt, dat, json, xml and csv - the other stuff can be stored in models/, materials/, etc.
Clean ups
Added navmesh.FindInBox
Mirror pickup
Mirror no longer default and requires DLC to unlock
Mirror damage setup
Mirror crafting setup
Added Cinematic 4K Textures for :
- Bath Tub Planter
- Minecart Planter
- Rail Road Planter
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Re-order VPhysIntersectionNotification_t to make it more c# interop friendly
Add IPhysicsWorld.ProcessIntersections
Add Gizmo.Draw.LineSphere easy mode
Add PhysicsBody.OnTouchStart, OnTouchStay, OnTouchStop
merge from scope_laser_mismatch
merge from base_decor_DLC