243,566 Commits over 3,898 Days - 2.60cph!
Initial patrol state, editor
Need to do a proper rewrite of the actor movement stuff before this
works properly though. We should be sharing a lot of code here rather
than re-writing the same thing across multiple states, and ideally we
should be able to queue up positions to move to.
https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_AEtQOhETj3.png
merge from localization_tools
Fixed IO button bounds mismatch
Merged main to io_entity_snapping
merge from fix_flex_manager_spam
merge from tutorial_island
fix for elite loot crate missing its bottom face
Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too
Remove standing weapon rack from excluded list for Pickaxe
Much more accurate navmesh placement of spawned scientists.
BaseNavigator.PlaceOnNavMesh now takes parameter to control Y offset.
Ifdef debug data to Editor only.
desk lamp prefab and actiongraph added
Temp debug gizmo drawing.
TimeSince init fix.
Use Id not __id as that is what was settled with for Component Ids
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
handlebar_moustache small adjustments
studdle colour adjustments
Allow easy access to graph inputs from node menu, including "This"
https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png
Facepunch/sbox-issues#5082
Fix copy/pasting nodes referencing graph target input.
Fix NRE when deleting items from serialized list in inspector
Fix removing dictionary entries not marking scene unsaved
Get rid of redraw flicker when adding/removing from lists and dicts
Proper fix for hull vs mesh at large coordinates (thanks dirk)
Handle exceptions thrown when discovering reflection-based nodes
Fixes Facepunch/sbox-issues#5157
Remove last references to lightbinnervr
Readd Dynamic/Baked light settings on hammer
Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924
Strip out menu resources/startup resources - more trouble than it's worth
Fix OnPreRender always getting called, even if execute in editor is false
Tick UI right before render, after other updates
Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155)
Component selector search is scored, uses classname and description too
Add tooltip to component selector
Rename Particle System to Legacy Particle System
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
Don't preview smd for now
SerializedProperty and ControlSheet support nullable values
BoolControlWidget fade property when disabled
Fbx serializer is too spammy
Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes
Don't create model for preview mesh if there's no valid meshes
Add Vector3.CatmullRomSpline, Vector3.TcbSpline
Add SceneLineObject
Add LineRenderer component
Add line prefab
Fix NRE
Make joint more robust in finding physics bodies, improve the gizmos a bit
Better anchor points for spring joint
Fix async warning in PreviewMesh
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
ICollisionListener & ITriggerListener have default interface methods + docs
Resolves sbox-issues/issues/4852
Fix game setup's Launch Mode always falling back to default LaunchMode.Normal
Resolves sbox-issues/issues/4923
Add RigidBody.MotionEnabled
Fix prismatic disabling limit when it shouldn't
Create slider with 2 pivots and an axis, this makes the most sense
Base joint passes two physics points for joint creation
Do a pass on all joints to make sure their local frames make sense
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping
Joint gizmo just draws a line from self to target game object
Drag & drop components to change their order
Resolves sbox-issues/issues/4254
EditLogs for when a component is moved
Tick UI before resetting input - fixes sbox-issues/issues/5169
Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144
Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141
Try to store package revision id in lobby
Completely strip PackageDownloadMode
Cancelling loading cancels properly - fixes sbox-issues/issues/4623
Make download cancelling more convincing, add more download lanes
Add Panel.TooltipClass - fixes sbox-issues/issues/4746
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
Fix some Assets not loading properly from cloud folder on startup
Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153
Fix exception when deleting object in update
SoundPoint can override distance attenuation, occlusion, reflection
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
Don't include special name methods in TypeLibrary (getter/setterr spam)
SerializedObject can handle methods
ControlSheet supports buttons/methods
Add [Button]
https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png
Add break button to Prop component
Simplified ComponentSheet, makes use of ControlSheet logic more
Editor style tweaks
Fix unit tests, add SerializedProperty method test
Component Ids (#1501)
* Component id + prune those for refresh as well
* Serialize id properly
* Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
* Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
* Serialize as Id not __id so also picked up by MakeGameObjectsUnique
* Scene unique component ids - update serialization test accordingly
* Phase out storing GO guid and component type
* MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique)
* Unit test for clone with references
* When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
* Add test for loading old reference model type from prefab / json
* Test both old and new formats
* Let's not make this elseif - always check both
Revert comp ids on this branch
Merge branch 'master' into snapshot-refresh
Allow turning off sound air absorption, turn it off on 2d sounds by default
Null checks in RefreshContacts
Component Ids (#1501)
* Component id + prune those for refresh as well
* Serialize id properly
* Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
* Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
* Serialize as Id not __id so also picked up by MakeGameObjectsUnique
* Scene unique component ids - update serialization test accordingly
* Phase out storing GO guid and component type
* MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique)
* Unit test for clone with references
* When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
* Add test for loading old reference model type from prefab / json
* Test both old and new formats
* Let's not make this elseif - always check both
Removed massive file erroneously added
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
Fix unit tests, add SerializedProperty method test
player update. tuba entity edited so the tuba is linked to spine 3 instead of spine 4 and is held correctly also its holdtype updated with latest idle pose
merge from maptooltips_nameupdate
More deploy/mount logic and balance convars.
Add #ballpit.subtitle string
Script for converting translated .xlsx to out .json format
Port weapon code to use voice list
Don't include special name methods in TypeLibrary (getter/setterr spam)
SerializedObject can handle methods
ControlSheet supports buttons/methods
Add [Button]
https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png
Add break button to Prop component
Simplified ComponentSheet, makes use of ControlSheet logic more
Editor style tweaks
merge from lock_deploy_guide_fix
standing light prefab and actiongraph
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
Add VoiceListResource
Add VoiceListResource.Find( key, fallback )
Add voice lists for other crackhead variants
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
Add named camera effects for weapon attacks
Fixed up all the other melee weapons, and added alt swings to all weapons
Merge "weapon_refactor" into "main"
Fixed up all the other melee weapons, and added alt swings to all weapons
Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
Fix changes to debug.getregistry
Updated language files
Fix changes to debug.getregistry
Updated language files
Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
Fix changes to debug.getregistry
Updated language files
Add named camera effects for weapon attacks
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
Add VoiceListResource
Add VoiceListResource.Find( key, fallback )
Add voice lists for other crackhead variants
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
Toggled bool for ActionGraphInteract
Update hammer_showcase.scene
See if this fixes for Rick
Fix exception when deleting object in update
SoundPoint can override distance attenuation, occlusion, reflection
Basic ActionGraph Interactor