22,811 Commits over 1,642 Days - 0.58cph!
Add player count to DedicatedStatus
Add extra info to snapshot analytic
Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast
Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special
Fix fov in settings not working
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
Some cleanup
Retire more editlogs
Don't try to play voice on dedicated server
Unconnected ShaderGraph inputs with a default value will now draw the default directly on the plug. Can specify default properties with BaseNode.InputDefault.
https://files.facepunch.com/CarsonKompon/2025/January/15_12-07-TrustingSeaslug.png
More ShaderNode improvements
- Exposed InputDefault to all nodes that needed it
- Fixed icon drawing on a few Binary nodes
- Added color pickers to Blend node
- Can now specify certain default values without a connecting node for Remap, Lerp, Apply TRS and Smooth Step nodes
- Fix incorrect input types on a few nodes
Rewrite undo for Mutli Edit
Add IGameObjectDestroy scene event
Started on #1773
Dynamic properties API tweaks
Dynamic properties tests
Basic get / set node
Fix network thread choking itself out if no network system
Remove DebugOverlay.Sphere in PlayerController
Add OnParticleDestroyed to ParticleController
Use ComponentUndoScope for pasting values it's slower but more readable
Rewrite all meshtool undos
No need to log that we can't find sound event if we're headless - we won't be playing any sounds anyway
Up TEXTURE_COMPILER_VERSION_MIP_GGXCUBEMAPBLUR version ( Negative cubemap color check )
Keep dedicated server alive when reloading a game. Allow managed to decide if a connection should be accepted. Improve auto-retry.
Added net_dump_objects command to print all networked object names to console
Hide a dedicated server from the server list when disconnecting - re-enable it when a lobby is created again
Add Collider.IsDynamic
PlayerController doesn't slip down slopes when standing still
Tweak ladder movement code, more grippy, faster
Add PlayerController.UseLookControls and PitchClamp and LookSensitivity
Update Facepunch.ActionGraphs to 1.9.18
* Fix switch node regression with mixed async case bodies
Add test for Compiler.CopyReferencesFromArchive
Facepunch/sbox-issues#7317
Compiler: copy references from CodeArchive
Was causing assemblies to be loaded in the wrong order when joining a server, so old versions of assemblies would be referenced.
Fixes Facepunch/sbox-issues#7317
Fix a couple of NREs in resize gizmos
Rewrite inspector undos for component list
Simplify terrain drop undo
Initial attempt at new property change undo
PropertyChange undo now only undos the changed prop and not the whole component.
Add PlayerController.BrakePower
- Player will stop instantly when direction input
- Player will reach max walk/run/duck speeds
- Player will slow down quickly when switching from run to walk etc
Don't clamp Collider.Friction
Add Graphics.Draw that takes vertex and index gpu buffers
Graphics.ResourceBarrierTransition for non generic GpuBuffer
Get rid of string allocations in ComponentReference.Resolve()
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior
Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer
[pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Make the Step property affect the sliders within ShaderGraph. Resolves Facepunch/sbox-issues#3852
Unbreak asset inspectors for some resource types, resolves Facepunch/sbox-issues#7382
Hide EditorActionGraph.CanModifyParameters
Added [IconName] to EditorActionGraph.Icon
Use proper grid-based background in all GraphViews by default (instead of just ActionGraph)
Add option to toggle Grid-Aligned Wires in ShaderGraph
Added OnPaint method to OneMinus ShaderNode for indicating node at a glance
Added Icons to a few of the Binary nodes in ShaderGraph. Don't display icon in header since it's already drawn on the node itself.
Added Icons to all the Texture, Transform, Noise, and Channel nodes in ShaderGraph
Added OnPaint overrides to a few more common ShaderNodes so they are easier to read/understand
https://files.facepunch.com/CarsonKompon/2025/January/14_15-12-ImmediateMartin.png
Add Icons to the last of the ShaderNodes that have fitting icons
Rewrite undo in position tool
Add VertexLayout attributes to SimpleVertex
Add Graphics.ResourceBarrierTransition that takes a before and after resource state, src and dst do actually matter
Rewrite undo for all scene tree actions
Add 'jump to code' asset inspector toolbar shortcut for custom resource types
Swap dead wiki page link for docs url
Use [IconName] for PrefabFile.MenuIcon
Custom resource types will inherit custom editors of base types if they've not got one
Can drag/drop files and folders onto path widget segments to copy/move there
Fix gameobjects not resolving correctly for undo actions
Some float skyboxes have negative color, don't sample negative values when doing GGX filtering
https://files.facepunch.com/sampavlovic/1b1411b1/mspaint_YDO07zEdFf.png
Move undo logic to editor only code
Rewrite undo for all drop objects
Fix dedicated server on older terminals
Clicking off from the Color Picker in ShaderGraph will no longer instantly re-open it. Resolves Facepunch/sbox-issues#5897
ShaderGraph will no longer completely error out it can't find a node, and will instead create a "Missing Node" which resolves itself once the node is found. Resolves Facepunch/sbox-issues#5805
https://files.facepunch.com/CarsonKompon/2025/January/14_11-56-FloralwhiteGrackle.png
Don't rebuild the entire ShaderGraph UI when we hotload.
Add Debug -> Log Last Compiled menu option to action graph editor
Update Facepunch.ActionGraphs to 1.9.17
* Fix incorrect pure method call compilation with out parameters
DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels
Added Cut, Copy and Delete options when Right Clicking node(s). Resolves Facepunch/sbox-issues#4096
https://files.facepunch.com/CarsonKompon/2025/January/14_10-42-DotingLoon.png
Added Paste Node(s) option when right clicking in ShaderGraph (only visible when nodes in your clipboard)
Server Console Status Bar (#1770)
Now I remember why I didn't add this > before
Added GraphCompiler.RegisterFunction, allows you to create your own custom ShaderGraph nodes without modifying the base addon.
Resolves Facepunch/sbox-issues#4141
Resolves Facepunch/sbox-issues#4389
Add warning if we got a reconnect message not from the host
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Dragging a prefab into an action graph creates a scene.ref node
Fix scene.ref thumbnail for prefab references
More informative / nicer display info for scene ref nodes
https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Launch sbdb with datacore
Merge branch 'master' into console_stats_overlay
Launch sbdb with datacore
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics