244,151 Commits over 3,898 Days - 2.61cph!

9 Months Ago
Cleanup upload code a bit
9 Months Ago
ActionGraph fixes / improvements from hackweek Everything except the component editor Fix embedding target object in scene Action Graphs Fix legacy Get Game Object node
9 Months Ago
Add PhysicsBody.AddCylinderShape and PhysicsBody.AddConeShape Add hull collider component to combine multiple hull shapes with selector (box, cone, cylinder) https://files.facepunch.com/layla/1b1511b1/sbox-dev_KwarwIJ8dm.mp4
9 Months Ago
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9 Months Ago
Move SegmentedControl over Add EditorUtility.DisplayDialog which asks a bool Pin/Remove works
9 Months Ago
Expose GetOutputExpression
9 Months Ago
9 Months Ago
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9 Months Ago
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9 Months Ago
Fixed upkeep resources cost texts being too large
9 Months Ago
Warnings as errors
9 Months Ago
Fixed get component helper nodes
9 Months Ago
QtAppSystem styles, filesystem ToolFramwork2 startup, use managed qt init Launcher has project list basics Paint.Draw from url is dpi aware
9 Months Ago
Optimized upkeep cost calculation by caching upgrade costs during prefab preprocessing
9 Months Ago
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9 Months Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly Add backwards compatibility when deserializing component references (find type) Started on ComponentDefinition GameResource Proof of concept generate component type at runtime https://files.facepunch.com/ziks/2024-02-05/sbox-dev_Ga8FKcNpIW.png Implemented properties in component definitions https://files.facepunch.com/ziks/2024-02-05/sbox-dev_KJpUex47QT.png Fixed hotloading ComponentDefinition changes BaseResourceEditor.SavedToDisk() Started on a ComponentDefinitionEditor Property editing mostly working Get rid of Asset.SaveToMemory Avoid re-deserializing GameResources after they have just saved to file Fix ComponentDefinition not building on change WIP editor for adding methods to components https://files.facepunch.com/ziks/2024-02-06/sbox-dev_eh9gkCe81q.png Generate method stubs based on component definition Implemented calling methods on generated components ActionGraphComponentTemplate Action Graph editor tweaks Fix Action Graph node pulsing being unreliable Make sure graph is saved to file on Ctrl+S when embedded in resource Create methods from inside the Action Graph editor Action Graph: Double-click on a property to edit it https://files.facepunch.com/ziks/2024-02-07/devenv_aHfLD4Qsb5.mp4 Action Graph: double-click on method node to go to definition Use CodeEditor.OpenFile() when double-clicking nodes https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4 Enter name when creating method out of nodes ActionGraph, ShaderGraph: store view in cookie per-asset Can create component properties from within the Action Graph editor https://files.facepunch.com/ziks/2024-02-08/devenv_AN2eN6L2BR.mp4 Node grouping tweaks More node list tweaks https://files.facepunch.com/ziks/2024-02-08/sbox-dev_gRcj5bOB44.mp4 Can directly use component properties as node inputs https://files.facepunch.com/ziks/2024-02-08/sbox-dev_sjs44F0SQM.mp4 Fixed private [Property] not showing up in node list Menu.AddOptions() Refactor GraphView to use Menu.AddOptions TypeControlWidget now uses Menu.AddOptions too More node list tweaks Fix clearing and expanded output Double-click on an output to auto expand / hide expanded outputs https://files.facepunch.com/ziks/2024-02-08/sbox-dev_KZJs1sxKKy.mp4 Specify which members should get auto-expanded on double-click Update Facepunch.ActionGraphs, fix filtering methods for parameter safety Implement expression methods / outputs Fix invalid program involving value type inputs Rebuild component type if method or property removed Menu.AddOptions: support having headings at any depth https://files.facepunch.com/ziks/2024-02-09/devenv_mRkCi2hCHa.mp4 Node list tweaks Playing with a live value inspector on hover https://files.facepunch.com/ziks/2024-02-09/sbox-dev_0Iwj4OgIbd.mp4 Can set default values for component properties again https://files.facepunch.com/ziks/2024-02-09/sbox-dev_v4JnzXDks5.mp4 ComponentDefinition property default value hotload fixes Create properties from inputs Fix menu item ordering with headers Fully refresh component list on hotload Small Action Graph editor fixes Node library tweaks EnterNameMenu fixes Avoid re-using member names of deleted members Use aliases for types like float, int, bool WIP Update Facepunch.ActionGraphs Fix after rebase WIP simplifying after ActionGraph refactor Support custom [ClassName] when serializing type references in ActionGraph ???? Fix deserializing override methods Fix passing target Fix creating local instance nodes Fix target type in editor Re-implement embedding target in scene ActionGraphs
9 Months Ago
Ensured vendors window is closed on server change Refactored map view reset code into a single method
9 Months Ago
Fix Camera.RenderToTexture incorrect aspect when using ortho, just use ortho height, we don't use ortho width and it should be removed
9 Months Ago
DefaultSignals serialized shorthand
9 Months Ago
9 Months Ago
Can anger the heli by attacking it anywhere (provided it already isnt targetting someone and has been waiting a decent amount of time since it was last damaged)
9 Months Ago
9 Months Ago
Implied target types / values
9 Months Ago
updated overgrowth prefabs inside spawning junkpiles
9 Months Ago
some missing prefabs
9 Months Ago
arid variants for some grasses fixed incorrect biome set on a tire prefab
9 Months Ago
S2P all (overgrowth links refresh)
9 Months Ago
CanSpawnObjects settable only by the host
9 Months Ago
Make it CanSpawnObjects
9 Months Ago
Init qt fonts properly Init qt dirs properly
9 Months Ago
fixed an offset that appeared in coaling tower prefab - collection bin offset
9 Months Ago
removed missing mesh bit from static refinery prefab
9 Months Ago
new tree models for monument overgrowth, temperate and snow variants
9 Months Ago
added a button to the workshop editor to toggle the pole light
9 Months Ago
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9 Months Ago
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9 Months Ago
GatherVisibleLightsGPU Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things
9 Months Ago
9 Months Ago
Allow custom type serialization
9 Months Ago
Skinnable setup, placeholder icon
9 Months Ago
Merge from ss_rework2
9 Months Ago
Merge from metal_detector
9 Months Ago
Merge from main
9 Months Ago
Disable debug rendering
9 Months Ago
Cleanup & codegen
9 Months Ago
ContextTools not used anymore Delete Command.Collection, simplify concommand internals. Change how cookies work, filenames (your cookies will be cleared) Update default editor layout Delete empty cookie files instead of writing them Fix convar values being wrong
9 Months Ago
Cleanup
9 Months Ago
Merge from interface
9 Months Ago
S2P all
9 Months Ago
merge from server_parent_pid