22,843 Commits over 1,642 Days - 0.58cph!
WIP frame scene ref target on double-click
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums
https://imgur.com/a/tybd5Dv
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Show cubemap complexity on tiled debug vis as well
https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
Human: lots of updates, see commit comment
• 2 walk animations & default idle poses
• Same prefab changes as Citizen
• Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose
• Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Tiled Frustums
Start moving tiled_light_culling to use frusta
Iterate frustum tiled culling
Near/far tiled frustum planes
Very simple ConeIntersect and AABBIntersect
Add SoundHandle.FollowParent, LocalTransform, ClearParent
Add SoundHandle.SetParent( GameObject )
Add GameObject.PlaySound, GameObject.StopAllSounds
Don't need to run sound Occlusion tests every frame
Fix infinite loop in OnDirty, set dirty to false last
Add LocalTransform accessors
Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
UI shaders accept D_NO_ZTEST
Refresh editor handles on hotload
Gizmo.Draw.WorldText obeys IgnoreDepth
[EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
Add Tags to DamageInfo
Add Component.IPressable
Add GetComponent , AdComponent etc
Fix OrganizationModal NRE
Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
Get rid of cloud browser chips, move facets next to search bar
Remove DropDown widget I added and roll facet dropdown into its own widget, simpler
Initial tabbed asset picker w/ both local and cloud assets
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png
Facet dropdown cleanup
Only select 1 entry per facet, display selected name and icon in dropdown
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
Update these to check the new cloud path
Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
Replace .source2/ with .sbox/
Revert "Redownload package manifests if they're dodgy instead of breaking a download"
This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
Make sure we've got the right package version installed, update if not
Bin global tools package cache, replace with per-project store
Redownload package manifests if they're dodgy instead of breaking a download
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
Catch possible NRE
This isn't needed anymore
Add .source2/ to gitignore template
If package is on disk just use asset directly when dragging into scene
Update existing refs in GameResources when updating package
Normal GameResource processor uses versioned idents too
Consistently sort reference lists alphabetically so diffs aren't so mental to read
Only update references inside project assets folder
Avoid walking into a LoadResource exception, we don't really care that much
Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs
Show remote/latest version info, incl version id, in PackagePopup
Fixed Facepunch/sbox-issues#6518
Fixed Facepunch/sbox-issues#6517
Fix connection preview vanishing when dragging to a new node
Update PackageDto.cs
CreateLobby will refuse to create a lobby if we already have a network system
Add ISceneStartup event (https://docs.facepunch.com/s/sbox-dev/doc/iscenestartup-UaHEQHresW)
Add command line switch for opening a game on startup (currently opens the game modal)
Fix Facepunch/sbox-issues#6514
Fix OnValidate not being called on property change in editor
Razor @namespace doesn't want a trailing semicolon
Max 15 tags
Simplify list drawing code a bit, display author in cloud view
Make chips widget shorter
Fix Facet icons
DropDown widget
Tweak AssetList icon sizing
Display facets next to tags - not a huge fan of this, seems overly compliated
https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_LSGvHQMFEE.png
When selecting a map auto select the ParentPackage game, if set. Default to Walker if not.
Remove old "launcher", add map select to gamemodal
Make package selector acceptable
Fix ComponentSheet filtering out methods
Mark unsaved changes for all scene edits again
Add File > Close Project shortcut to quit and return to launcher
Put expression node plugs in header if only one input / output
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_lYhXT4ah9M.png
Prioritize FbxNode name over FbxMesh name for modeldoc mesh names - If you needed it to be the other way, blame the guy that wants it this way
Get rid of log
Node plug labels match header text colour
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_EFyQuHEEXj.png
Don't need to bother getting parameterless function if we're not going to use it
Tweak graph editor grid size
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_OTHe5wmoKA.mp4
Allow [Change] attribute to have parameterless callback, parameter version takes priority
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly
Fixes Facepunch/sbox-issues#6421
Only show collider Trigger actions if enabled
Add ActionsComponent to replace Component.OnComponentUpdate etc
Hide Component Actions in inspector (right click header to get them back), show Actions with other properties
Add ISceneEditorSession.AddUndo
Component.Serialize ignores ComponentFlags.NotSaved when cloning
Undo system serializes game objects with cloning enabled
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync()
Fixes Facepunch/sbox-issues#6206