22,826 Commits over 1,642 Days - 0.58cph!
Can give an optional target to scene event nodes
Fixes Facepunch/sbox-issues#6726
Hide quality level until O(n^3) downsample issue is solved on shader
Add TreatWarningsAsErrors compiler option
Add TreatWarningsAsErrors to built-in addons
Helps us catch warnings before the build fails because of BuiltInTests.NoWarnings
Add some default lighting to game object thumbs if scene is unlit
Fix SoundEvent JsonUpgrader to accommodate for RangedFloat values.
Added Distance/Falloff to Sounds (#1682)
Mouse back/forward buttons in asset browser
Clean up history logic a bit
Add scroll layout enter/exit events to ListView
Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled
Don't refresh whole browser content when a thumbnail is updated
Just do a single thumbnail render per frame for now, feels less janky
Fade out items you don't own in avatar scene
Add "Go To Folder" in recents
Fix compiled asset filtering
Catch case when ResourceProperty has no asset
Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721
Long Folder names will wrap in Asset Browser icon view
Reorganise cloud browser sidebar, add type shortcuts
Add count badge to cloud Installed node
Fix qt exception when installing cloud assets
Cloud browser: Update facet dropdown selection from actual value in query, avoid putting crap in the searchbar from sidebar shortcuts
Cloud browser: Still show facet title when there's a selection
Fix crash in CModelStream::CopyValuesFromStream, assert out of bounds
Add failing hotload test, reproducing #1673
Stricter AreEquivalentTypes, fixes #1673
Fix asset context menus in native tools, resolves Facepunch/sbox-issues#6722
Process inputs in the menu
Post-rebase compile fixes
Add gamepad navigation support to main menu UI and game menu UI
- Virtual cursor system
- Panel traversal system
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Demote some new stuff from being public
Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
GameManager -> Game
Use input actions instead of now gone digital action state stuff
Remove unused code
Remove IGameInstance.InputSettings (not used)
Push menu inputs when we don't have an input config to read
Fixed editor error w/ InputSettings.Actions
Add SteamItemDefinitionId to Clothing
Humans: fixed compile errors
Fix Folder Icons not being centered
Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705
https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png
IsValid() wrapper for main asset browser instance
Fix path breadcrumbs not working outside of main asset browser
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
Don't hide compiled assets if no source file is available
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources
Unify "Show In Explorer" icons in Asset Browser
Don't show Games in the Cloud Browser. Don't include in type facet
Show 'open with' dialog if we can't open a file
Set hammer material when selected (both in cloud and asset browsers)
Moving selected facet dropdown entry fetches from current facet entries rather than copying
Don't show the menu path for custom assets' file type, just the title
Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality
https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png
Explicit quality level for DoF
Focus Gap in world units and outside the shader
Fix asset icons at 16x16, centre
Use 16x16 icon for unknown files so that doesn't get cut off
Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
Don't need these Hammer prefab templates anymore
Add "Create Game Object" button to Hammer outliner
Don't try add menu project if we're headless
Use full paths for engine asset locations
Add 'copy absolute path' option
Find root paths automatically instead of just using current project
Show base, citizen, and core
Better sidebar separation
Hide cloud browser when not requested
Limit file count for now, need pagination
Docs
If we're headless, we should shut down SteamGameServer when disconnecting from network system
Pass actual version into SteamGameServer init for version. Test server list cmd
DistanceAttenuation bool is now used again
Rename `Attenuation` to `Falloff` with better Curve initializing
SoundComponent gizmos no longer rotate with the GameObject
Change default Distance value to something closer to the previous default
Updated default curve to feel more like the previous range calculation. Added some more curves to CurvePresets
Created JsonUpgrader for SoundEvent which tries to maintain previous range settings while resetting Volume to 1. Doesn't perform changes to 2D sounds or sounds without DistanceAttenuation
Moved SoundEvent into Sound folder
PreviewSound dragging is more intuitive. Removed logs
SoundEvent Upgrader fixes/adjustments
When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically
Add jsoncpp so we can read/write json properly without fucking around with kv3
Add CMapGameObject map node with managed counter part that wraps a GameObject
* Hammer world's Scene uses HammerSceneEditorSession
* Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
* Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
* More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
* MapGameObjects can be tied to MapMesh and generate model geometry
Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject
DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
QOutliner: Remove hidden entity list
QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
[~] ModelRenderer don't default to box if Model is null
InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c
MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
Only try to filter by asset type if we have any filters on, fixes excluding most files from search
Show full file path in window status bar on hover again, resolves Facepunch/sbox-issues#6709
Update Dedicated Server bootstrap logs
Remove baked cubemaps code from Hammer
Fix Hammer default layout. Also add Cloud Browser by default
Fixes Facepunch/sbox-issues#6708