243,857 Commits over 3,898 Days - 2.61cph!
Test map stuff for testing. Vehicles, keycard.
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).
Moved ice AK ice FX from Debris layer to TransparentFX.
Moved some spray can components off the Debris layer
Add clear option to poster
Wanted poster setup
Fixed some trophy exceptions
When resuming industrial line, check LOS of each segment incase a wall was placed that blocks part of the pending pipe (clientside, server already validates it)
Updated code from `threadsafe_protobuf`
Fix pending wire sometimes not being cleared when starting a new wire
Don't play wire connect effect when reconnecting wire
Wire tool saves current wire when unequipping it
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add SceneModel.AnimationGraph
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Clean release build at 1am every day
Fix bloom being enabled by default
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
artifact game log files when running test
Write s&box.sln in unit test proper
See if we can convince it to compile editor addons during test
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Plumb in a fix for EntityPrefabEditor entity selection
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Fill out SceneParticles
Chef outfit LODs
Hair-net White variation
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Merge branch 'master' into map-build-fix
Merge Main -> RagdollsOnVehicles2
Keep type parameter properties in method call nodes
Merge from rail_network_link
Right click for <0.15s to disconnect wire
Hold right click to clear wire
Make disconnect & clear duration configurable in the wiretool entity (rather than hardcoded)
Apply same values to pipe tool & hose tool
Fixed train tunnel rail entrance sometimes spawning too close to monuments
Made triggers fit slopes better to fix broken terrain collisions
Tweaked environment volumes to make transition between underground and aboveground smoother
Fixed wire not being reversed when connecting a wire to the same IO entity and disconnecting the input
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
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
Defer getting display info for property / field / method nodes
Fix display info for bound property / field / method nodes
Start moving more over to managed - not sure we need all of this though
Remove more unused
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
#CLIENT and #SERVER compile fixes
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
OnEntityCreated is now also called for clientside only entities
merge from main -> wire_tool_reconnect
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Add skinned backpack mesh
VR GPU flush timer
More more IVr stuff over to managed
No multiview instancing
Don't set D_MULTIVIEW_INSTANCING for debug overlays
Support specifying type arguments in node properties