254,390 Commits over 3,990 Days - 2.66cph!

1 Year Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly Add backwards compatibility when deserializing component references (find type) Started on ComponentDefinition GameResource Proof of concept generate component type at runtime https://files.facepunch.com/ziks/2024-02-05/sbox-dev_Ga8FKcNpIW.png Implemented properties in component definitions https://files.facepunch.com/ziks/2024-02-05/sbox-dev_KJpUex47QT.png Fixed hotloading ComponentDefinition changes BaseResourceEditor.SavedToDisk() Started on a ComponentDefinitionEditor Property editing mostly working Get rid of Asset.SaveToMemory Avoid re-deserializing GameResources after they have just saved to file Fix ComponentDefinition not building on change WIP editor for adding methods to components https://files.facepunch.com/ziks/2024-02-06/sbox-dev_eh9gkCe81q.png Generate method stubs based on component definition Implemented calling methods on generated components ActionGraphComponentTemplate Action Graph editor tweaks Fix Action Graph node pulsing being unreliable Make sure graph is saved to file on Ctrl+S when embedded in resource Create methods from inside the Action Graph editor Action Graph: Double-click on a property to edit it https://files.facepunch.com/ziks/2024-02-07/devenv_aHfLD4Qsb5.mp4 Action Graph: double-click on method node to go to definition Use CodeEditor.OpenFile() when double-clicking nodes https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4 Enter name when creating method out of nodes ActionGraph, ShaderGraph: store view in cookie per-asset Can create component properties from within the Action Graph editor https://files.facepunch.com/ziks/2024-02-08/devenv_AN2eN6L2BR.mp4 Node grouping tweaks More node list tweaks https://files.facepunch.com/ziks/2024-02-08/sbox-dev_gRcj5bOB44.mp4 Can directly use component properties as node inputs https://files.facepunch.com/ziks/2024-02-08/sbox-dev_sjs44F0SQM.mp4 Fixed private [Property] not showing up in node list Menu.AddOptions() Refactor GraphView to use Menu.AddOptions TypeControlWidget now uses Menu.AddOptions too More node list tweaks Fix clearing and expanded output Double-click on an output to auto expand / hide expanded outputs https://files.facepunch.com/ziks/2024-02-08/sbox-dev_KZJs1sxKKy.mp4 Specify which members should get auto-expanded on double-click Update Facepunch.ActionGraphs, fix filtering methods for parameter safety Implement expression methods / outputs Fix invalid program involving value type inputs Rebuild component type if method or property removed Menu.AddOptions: support having headings at any depth https://files.facepunch.com/ziks/2024-02-09/devenv_mRkCi2hCHa.mp4 Node list tweaks Playing with a live value inspector on hover https://files.facepunch.com/ziks/2024-02-09/sbox-dev_0Iwj4OgIbd.mp4 Can set default values for component properties again https://files.facepunch.com/ziks/2024-02-09/sbox-dev_v4JnzXDks5.mp4 ComponentDefinition property default value hotload fixes Create properties from inputs Fix menu item ordering with headers Fully refresh component list on hotload Small Action Graph editor fixes Node library tweaks EnterNameMenu fixes Avoid re-using member names of deleted members Use aliases for types like float, int, bool WIP Update Facepunch.ActionGraphs Fix after rebase WIP simplifying after ActionGraph refactor Support custom [ClassName] when serializing type references in ActionGraph ???? Fix deserializing override methods Fix passing target Fix creating local instance nodes Fix target type in editor Re-implement embedding target in scene ActionGraphs
1 Year Ago
Ensured vendors window is closed on server change Refactored map view reset code into a single method
1 Year Ago
Fix Camera.RenderToTexture incorrect aspect when using ortho, just use ortho height, we don't use ortho width and it should be removed
1 Year Ago
1 Year Ago
DefaultSignals serialized shorthand
1 Year Ago
Can anger the heli by attacking it anywhere (provided it already isnt targetting someone and has been waiting a decent amount of time since it was last damaged)
1 Year Ago
1 Year Ago
Implied target types / values
1 Year Ago
updated overgrowth prefabs inside spawning junkpiles
1 Year Ago
some missing prefabs
1 Year Ago
arid variants for some grasses fixed incorrect biome set on a tire prefab
1 Year Ago
S2P all (overgrowth links refresh)
1 Year Ago
CanSpawnObjects settable only by the host
1 Year Ago
Make it CanSpawnObjects
1 Year Ago
Init qt fonts properly Init qt dirs properly
1 Year Ago
fixed an offset that appeared in coaling tower prefab - collection bin offset
1 Year Ago
removed missing mesh bit from static refinery prefab
1 Year Ago
new tree models for monument overgrowth, temperate and snow variants
1 Year Ago
added a button to the workshop editor to toggle the pole light
1 Year Ago
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1 Year Ago
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1 Year Ago
GatherVisibleLightsGPU Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things
1 Year Ago
1 Year Ago
Allow custom type serialization
1 Year Ago
Skinnable setup, placeholder icon
1 Year Ago
Merge from ss_rework2
1 Year Ago
Merge from metal_detector
1 Year Ago
Merge from main
1 Year Ago
Disable debug rendering
1 Year Ago
Cleanup & codegen
1 Year Ago
ContextTools not used anymore Delete Command.Collection, simplify concommand internals. Change how cookies work, filenames (your cookies will be cleared) Update default editor layout Delete empty cookie files instead of writing them Fix convar values being wrong
1 Year Ago
Cleanup
1 Year Ago
Merge from interface
1 Year Ago
S2P all
1 Year Ago
merge from server_parent_pid
1 Year Ago
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1 Year Ago
merge from vending_machine_optimisation
1 Year Ago
protocol ++
1 Year Ago
some extra non hazardous labels for loot barrels (recycling, etc.) CHanged the static one that was saying 'fuel' for 'poison' to avoid confusion to players
Leaderboard backup, run #9628
1 Year Ago
Fixed kayak anchoring not working
1 Year Ago
Fixed exceptions from WaterDepthMasks
1 Year Ago
Update timeline with new fade to black signal
1 Year Ago
Progess backup
1 Year Ago
Animation polish pass for end tutorial cinematic
1 Year Ago
Working well on the Arctic page
1 Year Ago
Tidy up
1 Year Ago
Better angle
1 Year Ago
When there's no PropRender script and we're calculating the ideal camera position ourselves, put it on an angle above the model instead of level with it