243,915 Commits over 3,898 Days - 2.61cph!
added metal_trim_galvanized
https://files.facepunch.com/jason/1b1211b1/Adobe_Substance_3D_Painter_dp8XGOdoUU.png
Touch found, touch persists and touch lost
Enable contact modification if touch persists is enabled
Allow contacts to be flagged as non solid so they get reported but not resolved (triggers)
Add VolumetricFogVolume component (doesn't work)
Cleanup
Change SceneCamera.VolumetricFog to a property
Update VolumetricFog automatically, before render
Remove GetMainCameraVolumetricFog (unused)
Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken
Merge from main -> backpacks
Allowed velocity to be preserved between swings. Adjusted dampening on rocking chair. Reduced maximum rock angle.
Add BaseComponent.GetComponent(s) accessors
Enable MultiSelect on SceneTree TreeView
▌▉▆▅▄▆ ▇▆█▇ ▋▉▅▇▇▆▉ ▋█▇ █▇▅▇▌▄▇ ██ ▊▉ (█▄ + ▅▉ ▋▋▍▆▅▉)
Remove empty files from build process
Fixed fonts from gamemode's content/ folder not being extracted
For workshop addons, so they can actually be loaded.
Hide "No bound shader" warning behind developer 1
And also add which materials the error is for
Move `OnConectedToServer()` to Awake() to fix NRE with GNB enabled on certain minigame servers
merge from main -> globl_networked_bases
Editor context menu option to help test placements
Fix a generic method binding edge case
Added Blend4Way shaders Height Map "Invert" option
Stack trace integration for exceptions thrown by action jigs
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Added BlendLayer shaders Height Map "Invert" option
Fixed missing asset type icons
test configs, scene, save
merge from shader-stdblends-extended
Added BlendLayer shaders "Vertex Channel Source" with Alpha (default) and Color options
Scale WebWidget by dpi scale
Update prefabs in open scenes when edited
added iron_trim_rust + blend
also fixed metal_trim_painted
https://files.facepunch.com/jason/1b1211b1/Adobe_Substance_3D_Painter_10UVgkohpv.png
Removed unused keywords from Cliff and Cliff_LOD shaders
Extended shaders with terrain blend layer "Blend Type" to include "Vertex Color" option
Allow nested NodeInvocationExceptions
Right click GameObject -> unlink from prefab
Add Component button wider
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
Updated No Build Colliders for the Bath Tub Planter and Minecart Planter
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Remove now obsolete tests
Improved Scale of Bath Tub Planter
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
Fix tests + fix issues with props that only have set; or get;
No need to wrap getValue() body in {} as already have them
Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account
tweaked editor script for placement
merge from base_decor_dlc
rocking chair models / colliders/ gibs
updated prefabs
Hide prefab children in scene tree
Add OpenPrefab button where Add Component button usually is
Don't serialize any prefab children in scene
Simplify prefab deserialization
Scope timer fix
Fix prefabs duplicating components when saving