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10,563 Commits over 1,248 Days - 0.35cph!

1 Hour Ago
Action Graphs can reference the GameResource they're embedded in Ctrl+S in an embedded Action Graph saves its host scene
2 Hours Ago
Asset Drag & Drop into Action Graph Editor (#1468)
Today
Soundscape map hammer entity info_player_start tint
Today
Fix PositionEditorTool not snapping properly in localspace
Today
Node input context menu signal fixes
Today
Fixed nullable parameters in nodes Fix warning when dragging non-text
Today
Package.FormatIdent Added default Resource.ToString(), Component.ToString() Format matches GameObject.ToString(): "<type>:<name>"
Today
Fixed #1467
Today
Pass mouse events from labels to the plug, fixes #1465 https://files.facepunch.com/ziks/2024-02-22/sbox-dev_30vniCtdgM.mp4
Today
Can create variables by right-clicking inputs Add "Use Labeled Output" menu on input context menu https://files.facepunch.com/ziks/2024-02-22/sbox-dev_5qn6eAweBY.mp4 Fixes #1464
Yesterday
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
Yesterday
Clear dirty framebuffer region when popping a UI layer sbox/issues/1461
Yesterday
Editor tools can create subtools, move, rotation, scale become subtools
Yesterday
Don't update Project.LastOpened when adding it from file
Yesterday
Support for tabs in text drawing (#1460) * Fixes tabs drawing as boxes * Nicely spaces tabs to line up columns * Requires `white-space: pre` in razor https://files.facepunch.com/crayz/1b2111b1/sbox-dev_HbcLhN7N6C.png
Yesterday
Fix saving links to the prefab instead of the root object when editing a prefab Don't destroy particles until they're all dead
Yesterday
Lightbinner handle exceeding max envmaps
Yesterday
Fix clothing editor sceneobject leaks Fix broken surface Tweak GameObject.Clone, so we don't stomp the incoming transform
Yesterday
Make everything that uses gametags use the same restriction logic
Yesterday
Basic support for RangedFloat in SerializedObject SoundEvent's sounds are sounds instead of strings MinMax to Range, string[] to List<string> in our Resource definitions Add sound preview button to ResourceControlWidget GameResource inspector uses new ControlWidgets instead of PropertySheet SerializedObjects, share type conversion code more Add SerializedDictionary + unit tests Add DictionaryControlWidget Update ClothingEditor to use SerializedObject
2 Days Ago
Fixed Sync vars on derived component types not working
2 Days Ago
Drag references to GameObjects / Components from scene view https://files.facepunch.com/ziks/2024-02-21/devenv_pNaqhLJEaQ.mp4
2 Days Ago
Host Sync Vars (#1462) * NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_) * When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value * Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom * Remove redundant call * Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty * Clarify comment * Let's call it HostSync * Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is * We can always set the property if network not initialized * Default HasControl to true for NetList/NetDictionary in-case not set
2 Days Ago
Place cursor at the lineedit when not editing (fixes sbox-issues/issues/4898)
2 Days Ago
Fix prefab cloning not obeying startenabled, added unit tests (fixes sbox-issues/issues/4871)
2 Days Ago
Apply GameTags straight away, instead of deferring
2 Days Ago
Fix NavMeshAgent exception (fixes sbox-issues/issues/4901) NavMesh.GetRandomPoint does more what you would expect (fixes sbox-issues/issues/4897)
3 Days Ago
In tools don't demote exclusive fullscreen to cooperative fullscreen, these behave the same way on Nvidia's Vulkan drivers and a game window in a Qt widget acting like it's exclusive fullscreen will make your screen black
3 Days Ago
Splash and Hang Branding
3 Days Ago
Change Gizmo.Contol.BoundingBox to new box resize gizmo because this function isn't being used anymore
3 Days Ago
Fix ParticleBoxEmitter not rotating/scaling properly (fixes sbox-issues/issues/4653) Add ParticleRingEmitter
3 Days Ago
When saving a GameResource - reregister it with ResourceLibrary. When Scene/PrefabFile save they create a new GameResource, so the old one needs to be stomped out.
3 Days Ago
Add RenderAttributes.GetMatrix Save off and restore clipping values before/after drawing box shadows Should fix sbox/issues/1453 Remove log
3 Days Ago
Test reproducing Facepunch/sbox-issues#4688 Fixed Facepunch/sbox-issues#4688 More property getter / setter fast path tests
3 Days Ago
Fixed a bunch of navmesh functions not working because I didn't full in ToNav
3 Days Ago
Fix NavMeshAgent.SetAgentPosition not working Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead ResourceControlWidget allows drag drop cloud assets
3 Days Ago
Make game resources compile again when saved
3 Days Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
3 Days Ago
Hotload skip NodeDefinition Allow deleting parameterless output nodes
3 Days Ago
AssetBrowser: Add "Delete Folder" option to Folders
3 Days Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
3 Days Ago
Make shortcuts very obvious by including them in tooltips
3 Days Ago
SceneTabList: middle mouse destroys scene session
3 Days Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
3 Days Ago
Don't call Asset.Compile in parallel 🤦
3 Days Ago
Don't enable network GameObjects that are not enabled
3 Days Ago
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
3 Days Ago
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
3 Days Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
3 Days Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888