254,390 Commits over 3,990 Days - 2.66cph!
Try to do the shoelace formula manually
Rethinking. Let's see if we can base things on the existing furnace code again.
Added a modular car speed tea, can be inserted into a dedicated engine module via a radial option if the player has the appropriate tea in their inventory
Doubles engine power for 15 minutes
WIll heavily poison player for 10 minutes if consumed
Add horse laxative tea, doubles rate of dung production when consumed by a horse for 15 minutes
Horse still requires food to produce dung even while this tea is active
Added the ability for a Modifier effect to only apply to a type of entity
Added a Horse speed tea, increases top speed of horses by 30% for 10 minutes after being eaten by a horse
If consumed by a player they will be heavily poisoned for 10 minutes
Specify which members should get auto-expanded on double-click
Update Facepunch.ActionGraphs, fix filtering methods for parameter safety
Implement expression methods / outputs
Tea target type proto change
Using incorrect version of shoelace algorithm to correct volume of each room: it at least gives higher volume for larger rooms which will be good enough to show bigger rooms taking longer to heat up
Fix IsPure() for methods with out parameters
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
Fixed IsSeatClipping direction not being normalised
Merge fixes in some random prefabs
Copy faces from normal walls & floors to low wall, half wall, wall + floor frames & doorsways
Assign deployables to room(s) based on the floors they are on
Command to hide everything inside walls so esp cheats don't work
merge from fix_send_inventory_nre
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Fixed triangle center position being incorrect
Fix -180 degrees not being handled when discarding invalid faces
Triangles & squares both work when splitting into rooms
Fixed private [Property] not showing up in node list
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
Remove foundation faces that are on top of eachother (think of two foundations beside eachother, you don't see inner sides)
Fix triangle foundation wall facing inwards instead of outwards
RNG'd occasional high impact hits, because all hits being samey is boring
More debug visualization commands
Rooms now correctly connect
Add bunch of debug commands
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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
Re-use the shader compile error window, so we can keep it open while iterating. We need a better way to do this tbh.
Add global usings to minimal project
Make minimal scene less reflective
baked harbor grounds meshes
specific collider meshes for grounds - removed old duplicates
bunch of biome visuals compliant prefabs
simple colliders for damaged scientist turret
harbor2 level update
Don't try to to build path from empty dependency string for a VPC Makefile dependency
Cupertino: Cleanup source_posix_base, update SDK versions and build settings for macOS, just use latest SDK version, target Sonoma, don't use 10 year old tools for cc
chmod +x on vpc_script bash scripts
Cupertino: ISO C++20 Fixes
Update .gitignore and build scripts, fix permission on antlr, some small code fixes
Node grouping tweaks
More node list tweaks
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_gRcj5bOB44.mp4
Implicit conversion from ObsoleteAttribute to ValidationMessage
Terrain tool selection
Splatting tool & compute shader, balances weights automatically
Artist defined splats (albedo, normal, roughness, more is probably overkill) - use summed control map
Nicer brush defaults
Don't use VirtualWidgets for terrain tool selection, they're the most simple buttons + tooltips
Better behaved brush preview, don't destroy/create every frame, can destroy on disable or invalid tool
more normal normals
default first layer for any missing weight
Terrible performing Texture -> Pixmap, but only because of GetPixels on a 4k texture
Add adjusting camera speed with mouse wheel in editor first person camera
Make Hud PanelComponent - fix Lobby UI
Initial work to convert vmap to scene
Merge from main/map_entity_load_fix
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)