22,847 Commits over 1,642 Days - 0.58cph!
Add sbyte, short, ushort to IntegerControlWidget
Fix model physics positioning physics from render bones without the renderer world transform when scene model doesn't exist yet
Only enable physics system in editor while using physics tool
Auto start simulation on grab https://files.facepunch.com/layla/1b1911b1/sbox-dev_8C4a7S0Nfm.mp4
Block tool switches to object mode after creation
Add space shortcut to toggle simulation
Stop simulation on selection change
Add physics tool to manipulate physics in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_d719Yy9fe4.mp4
Editor support for scene.run nodes
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
Nicer display info for interfaces, default icon for event methods
Implement chip tag filtering
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_0quPxgWO64.mp4
Reverse recent locations & limit to 10 to match Windows Explorer functionality
Added Filter Settings to Add Component Popup. Can hide base components. Resolves Facepunch/sbox-issues#6428
https://files.facepunch.com/CarsonKompon/2024/September/19_11-10-TransparentAmethystinepython.mp4
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder.
If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
Recent locations button
Tweak styling, move current project to top of asset locations list
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_cY35ptbOcb.png
Show particle count like this so it doesn't show up as a prefab variable
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
Add GetBoneTransforms and GetBoneVelocities to SkinnedModelRenderer
Doesn't make a difference, but run ApplyStoredParameters here
Add ModelPhysics.CopyBonesFrom( SkinnedModelRenderer )
Add Component.Invoke( seconds, action )
Add Renderer.CopyFrom( Renderer )
GameObject.Network.OwnerConnection becomes GameObject.Network.Owner
Add particle editor tool to debug playback in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_gymPdlXVD6.mp4
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Human: removed Rust animations
Update Facepunch.ActionGraphs
Human: move staging to main
Chip count
Tag friendly names
Split left / split right copies path
Split left / split right
Chips from tags
Add Panel.Style.ResetAnimation and Panel.Style.StartAnimation
Add Panel.FlashClass - which will add a class for a specified number of seconds
Add Scene.RunEvent<T>
Refactor
Asset locations - remove duplicated nodes, target Assets dir only, tweak styling
https://files.facepunch.com/alexguthrie/1b1811b1/NVIDIA_Overlay_Uk3MO0IfOp.png
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
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
Can now pause SoundHandles the same way you can MusicPlayers. Resolves Facepunch/sbox-issues#5581
Fixed mix-blend-mode not working
Fix mix-blend-mode not applying to layer if using filter:
Fix filter: blur box cropping
Update Facepunch.ActionGraphs
Fix scene ref node output type for prefab root objects
Remove unused hidden nodes when saving graphs
Fix node reachability visual
Update Facepunch.ActionGraphs
Add face mode to trail renderer, same as line renderer
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
Make hotload_fast persist
Add Fast Hotload option to editor preferences
https://files.facepunch.com/ziks/2024-09-17/sbox-dev_iWfk25clOn.png
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Fix possible error when editing action graphs within sub-objects
Scene ref node handles !IsValid better
Serialize destroyed GameObject / Component references as null
Update Facepunch.ActionGraphs
Get rid of hack to re-use action graphs between game and tools
Add SourceLocation to action graphs, fix caching
Show action graph diagnostics in main console, like C# errors
Update AssertNoGraphErrorsInScene test
Remove debug
Specifying "Target Game" in addon project type will download and mount that game
Initial
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
New styling - gradient background, mini icon, etc.
Search widget
Type / tag filters
Asset categories / grouping
Search impl
Asset popup, will turn this into something more tooltip-oriented later
Breadcrumbs
Rebase fixes
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Make sure action graph debugger inits immediately
Fix possible error when saving GameResource action graph
Shorter ActionGraph diagnostic message category
Update cached ActionGraphs when re-deserializing GameResources
Human: more skinning tweaks
Leaving note about pLayer->OverrideFrustum
Fix stylesheet multiple watchers, add test assuring that updating stylesheet removes older styles
Fix not removing shadows when resetting styles
This optimization is bullshjit
IsDefault doesn't need ToLower