254,385 Commits over 3,990 Days - 2.66cph!
IGraphInputAttribute to replace variable passing hack
Screens display protected time, resource cost per 24h and building block count
LOD setup
Add SkinnedModelRenderer.AnimationGraph to override animgraph
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Can a connection create objects?
Send network destroy even if DestroyImmediate is called
Ownership authority flags
Let GameObject have [Sync] too (test)
Reorder enum, add [Expose]
Change up logic for can create objects - only check if we have a source
Default CanCreateObjects to true for now (this is current behavior)
Initial implementatior for ownership authority
Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars
Initial implementation of Rpc authority
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
Remove some now unused client code.
Increase the source timeout duration.
Applied the bulk of the changes from rework
VersionUpgraderAttribute
Upgrade parameter format, all tests pass
Nicer assert for invalid vk compute shaders, and don't actually dispatch invalid ones otherwise we'll probably crash
Fuck this test for now, a full end to end test for opening a project would be better
Limit networking.
Enable debug rendering.
Test to ensure schema can be serialized
Re-organise launcher projects
Fixed signal parameters of generated sub-graphs
Collider removed component changes
Fix missing member tests
Fixed input / output node parameters
Add Reset to Default support for ControlSheet properties
https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
Fix empty test warning. Test OpenProject directly
Add EditorHandle for TextRenderer
https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
Child classes / to .
More method info
Can parse the documentation to plain text
Remove File -> New Game Project...
Make project opening code more predictable, move to Sandbox.Tools, fix compiling before dependant packages are installed, kill more content mode shit.
Enable read/write on a couple of colliders that would have resulted in incorrect navmesh generation in standalone
Very slightly moved power building so the navmesh can generate nicely without needing to increase resolution
Removed keyboard and mouse interaction (not needed in the current iteration)
Support multiple SkinViewer objects at once
merge from new_vendor_map_ui
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WIP tutorial ending cinematic - updated with new animations and timeline
Leaderboard backup, run #9604
Adding documentation for the api page
strip unused
Remove unused
Store chunkId in header file
Fixed tutorial npc crossfades not working
Use cinematic avatar when putting a player model into cinematic mode, no need for state machine behaviours
Fix HLOD generator failing if it finds a RendererLOD with a renderer that is missing a mesh/material
Adjusted harbor_2 hlod settings to include roads
Added a DebugMode option on the HOLDBounds asset, this will print out each asset while processing so it's easier to track down specific objects that are causing problems