248,563 Commits over 3,928 Days - 2.64cph!
Remove RebindingPanel, should be using modal
Mark unsaved changes for all scene edits again
Add File > Close Project shortcut to quit and return to launcher
Large rock formations / Added radius to terrain filters to make sure they don't collide with tunnel entrances
Put expression node plugs in header if only one input / output
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_lYhXT4ah9M.png
merge from world_update_2
merge from instantcam_worldmodel_lods
merge from canvas_chat_fix
cigarette and brick mesh and texture update and adjustment
Tweaked cliff prefabs in an attempt to fix broken grass spawn
Tweaked height mesh meta settings
- Ensure containerWear is properly added to calculate inventory radioactivity
- Ensure ItemModContainerRads goes through every item in its contents
- Added extra profiling to ItemModContainerRads
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
Tweak FindPackage cache times
▄█▇ ▅▅▉▇▊ ▉▍ ▊▍▉▆▌█▌▇ ▇▄▌▅▇▋ ▋▅▉▆ ▉▍▇▌ (▊▆▊▋▅▉ ▋▋▅▉▍▊▍▋▆▋▄)
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
Add basic selectable tree model, fix hover outline showing on already selected item
Mark procedurally added outline comp as NotSaved, NotNetworked
Some test maps plus repro case for weird nav
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
Fixed arctic variant of cliff_jutting_d
Merge IEnterStateEvent/ILeaveStateEvent into IGameStateEvent
Add some placeholder assets for testing. Add CursorController + some cursor types.
- Added backpack contents to player inventory rad damage
- Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
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
Restored playground scene
Add ISceneEditorSession.AddUndo
military_tunnel - gaps left around terrain holes
merge: from soundmodulator_leak
Tests: Spawned and killed scientists in batches of 10. Previously I would get an NRE on 2nd batch, now doesn't happen after 6.
Adjusted the hardside wallpaper outside checks
Component.Serialize ignores ComponentFlags.NotSaved when cloning
Undo system serializes game objects with cloning enabled
Bugfix: Don't update disabled sound players
I haven't seen it happen, but it is possible that someone could add a SoundPlayer to the Manager's queue, retire it, and next frame Manager would try to update it triggering an NRE.
Tests: spawned 10 scientists and killed them - no nres, audio was good
Bugfix: recycle sounds used by SoundPlayer when owner is returned to pool
Tests: Killed 60 scientistnpc_patrol in batches of 10 - NRE didn't reproduce.
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync()
Fixes Facepunch/sbox-issues#6206
world_update_2 -> radioactive_water
Include root namespace when creating new razor component
TerrainSplatRemove skips mountain topology to avoid messing with canyon splats
exported updated blunderbus 3p reload anim to match the viewmodel
Adjust bounds for circle charm
Charms testbed, swing script
Added charms assets
Update charms.scene