4 Commits over 0 Days - ∞cph!
9 Months Ago
Correctly ignore razor files in editor/ unittest/
Add Widget.UpdateGeometry()
Add IStyleTarget, to remove direct panel usage from StyleBlock / StyleSelector
Expose style functions
Canvas class - internal for now
Made DynamicSceneObject not use CMeshBuilder2 (really was no need)
Add LineStrip , LineStripWithAdjacency
Allow RENDER_PRIM_LINE_STRIP_WITH_ADJACENCY
Cascade tag changes to ModelPhysics body shapes
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
Add adjusting camera speed with mouse wheel in editor first person camera
Re-use the shader compile error window, so we can keep it open while iterating. We need a better way to do this tbh.
Add global usings to minimal project
Make minimal scene less reflective
Fixed private [Property] not showing up in node list
Prefab 2 -> Prefab
PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
Fixed "folowing" typo I made a couple weeks ago when saving a scene
Add "Open Containing Folder" to scene tab buttons, found myself wanting this a few times this week
Show a big popup when you don't have a code editor installed and you try to open something
Add plane collider because I'm sick of thin boxes being used for floors
Disable fast hotload when failing to init DetourFactory
cherry-pick: Fixed Input.Released/Pressed when using a controller
Update minimal template scenes case sensitivity
Delete duplicate Scenes\minimal.scene now that Windows has picked it up
Pass selection when editing tree nodes to support multi-select editing (https://files.facepunch.com/tony/1b1211b1/sbox_Ji28uTwTuF.mp4)
Added toggle gizmos shortcut
Save gizmo settings into a project cookie
Fixed FileSystem.NormalizeFilename changing \ to // in paths instead of to /. This fixes hotloading of .scss files in regular razor Panel (PanelComponent was fine)
Add Rigidbody.MassOverride
Title case and remove whitespace when creating new components
Constrain to screen input action delete & edit popups
Creating an invalid hull or mesh physics shape will always return a valid shape (tiny sphere) so warn when this happens
Don't pass input to SceneView when clicking its toolbar
Fix ColorControlWidget popup not constraining to screen
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
Setting SceneModel.AnimationGraph to null resets to model animgraph instead of crashing
Two columns for input bind list
Fied not showing the decrease grid size button (oops)
Support Scene.trace.Body (todo: multi, sweep) https://files.facepunch.com/layla/1b1211b1/sbox-dev_G86CwDirl8.mp4
Human Citizen Rough outfit initial set up
"disconnect" now behaves closer to Source, by closing your game if it's not networked
Scope to active scene time when ticking panels
Change mount logic in OnPostCompileFinished, call SceneMap.OnMapUpdated regardless. Make async and add short delays
Delete CMaterialSystem2AppSystemDict::CreateMainConsoleWindow (dx9 hack)
Whitelist Delegate.GetInvocationList() and Delegate.DynamicInvoke( System.Object[] )
Fixes Facepunch/sbox-issues#4725 - Fixes a bunch of issues with SCSS hotloading. Style sheets weren't actually being removed when deleted or changed. Clear previously loaded style sheets properly on hotload. Properly update when stylesheet is added after it had tried to be loaded before.
Fix tests
Clear watcher var after dispose
Add joint break strengths to modeldoc
Make a deep copy when getting common inputs
Remove NetAttribute, LocalAttribute, PredictedAttribute (unused)
Fix triggers activating when collision default is set to ignore
Add SerializedProperty.GetAttributes, will be needed if we want to get multiple attributes
Allow multiple ShowIfAttributes, will show property if any of them are true
Abs the radius in Gizmo.Draw.LineCylinder so it isn't all fucky
Adding documentation for the api page
Remove File -> New Game Project...
Make project opening code more predictable, move to Sandbox.Tools, fix compiling before dependant packages are installed, kill more content mode shit.
Add EditorHandle for TextRenderer
https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
Fix empty test warning. Test OpenProject directly
Add Reset to Default support for ControlSheet properties
https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
Re-organise launcher projects
Nicer assert for invalid vk compute shaders, and don't actually dispatch invalid ones otherwise we'll probably crash
Fuck this test for now, a full end to end test for opening a project would be better
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
Add SkinnedModelRenderer.AnimationGraph to override animgraph
Tweak how launching works, don't put tools and game in their own contexts anymore
Add QtAppSystem
Update QApp.def
Fix unit tests
Fix game test
Fade in explanation
Initialize these engine classes outside of MenuDll now that editor doesn't run menu dll
Null check a bunch of IMenuDll.Current calls
Treat warnings as errors so I stop pushing shit code and having CI fail
Fix warning
Fix InputRouter not passing to game when no menudll is loaded
Fix launch settings, remove bullshit ones
ProjectList: fix NRE on Project.Current
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
Init qt fonts properly
Init qt dirs properly
Fix Camera.RenderToTexture incorrect aspect when using ortho, just use ortho height, we don't use ortho width and it should be removed
QtAppSystem styles, filesystem
ToolFramwork2 startup, use managed qt init
Launcher has project list basics
Paint.Draw from url is dpi aware
Warnings as errors
Move SegmentedControl over
Add EditorUtility.DisplayDialog which asks a bool
Pin/Remove works
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
Add project from folder
create new project
More links on launcher
Fixed Input.Released being stomped by controller input
Comment out DISABLE_VK_LAYER_VALVE_steam_overlay_1 for now, it was disabling SteamInput (god knows why)
Use standalone launcher by default
ActionGraph fixes / improvements from hackweek
Everything except the component editor
Fix embedding target object in scene Action Graphs
Fix legacy Get Game Object node
Fixed re-creating NodeLibrary a bunch of times during startup
Revert "Use standalone launcher by default"
This reverts commit aec53d0ab776ea8f0423a68322c24ed3caf8a6d6.
Get rid of test log
Clear cache body parts on model so that bodygroups in inspector can update properly
Add material groups and body parts to their control widget value hashes so they refresh on model reload https://files.facepunch.com/layla/1b1511b1/sbox-dev_10llRRdkD3.mp4
Adjust size of EnumControlWidget popup to see if that fixes weird position sometimes
Also don't add icon button if there's no icon
Revert "Revert "Use standalone launcher by default""
This reverts commit 91e0f7e330c9dd514c2d682974c73c8fbef33f80.
Remove old project list etc
Fix file associations
Make default scene camera position less confusing
Remove ShowStartScreen editor preference, as it no longer applies
Tweak editor startup for single project mode
Move SuppressBuildNotifications to the right position
Delete cloud assets that we can't trace back to a package
Add up/down movement to gizmo FirstPersonCamera
Untangle EditorScene.GameStarted
Update a bunch of assets from kv to json
Convert assets kv to json when loading editor
Download all cloud packages for the project on startup
Don't load global projects from addon.json anymore
Copy tags from GameObject for Legacy Particle System -> SceneObject
In ParticleSpriteRenderer make sure we copy over tags from the GameObject to the SceneObject
Internal ReadOnlyTagSet
Parse kv tags into ObjectEntry.Tags and use them in SceneMapLoader to set any created sceneobject tags
Copy tags from SceneObjects to MapObjectComponent GameObject
Add some default tag from Hammer, light, text, particles
Fix NRE
Set some default tags for Particle and Light and Skybox components
Better light tags
Fix hotloading action graphs
Remove broken (deleted) projects from the ProjectList
Init frustum as ortho when using ortho, fixes PointToScreenPixels. Obsolete OrthoWidth
Fixed ActionGraphResource
Let sbox-dev.exe -test pass through
Fix project changes not saving
Make RPC errors more useful
Revert "Update a bunch of assets from kv to json"
This reverts commit bd0bfe1240a001e9a121f099e20edb4cfffe5f2c.
Upgrade those assets properly
Fix conversion from keyvalue to json asset being fucked
Fix exceptions in NavMeshToolbarWidget
Hide the settings option in the launcher to stop people obsessing over it
Fixed pulses not always animating
Fix expression node regression in legacy GetGameObjectNodeDefinition
Fixed #1459
https://files.facepunch.com/ziks/2024-02-16/sbox-dev_PgVOUJbZm0.mp4
Update Facepunch.ActionGraphs
Add right click menu in game list
Fix DamageInfo breaking changes
Don't focus on nothing (fixes sbox-issues/issues/4828)
Escape deselects all (fixes sbox-issues/issues/4829)
Add TaskSource.FromCanceled & TaskSource.FromException (fixes sbox-issues/issues/4807)
Whitelist some Task properties
Whitelist OperationCanceledException (fixes sbox-issues/issues/4806)
Fix double clicking sbproj not opening it
Fix right click unsaved scene error
Update api urls
More API updates
Fixed StructArrayConverter.BlockCopy
Fixes Facepunch/sbox-issues#4794
ProjectList own file
Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms
Don't scan project filesystem twice
Show stall source to everyone
Silently ignore delete error when removing unknown cloud file
Fix NRE when setting convar
Fixed file not found when reading asset json
If a model has no meshes, show error model instead
Fix text cannot be empty exception in Graphic.Draw
Assert on AssetType not null
Fix launcher layout to stop people obsessing
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
Early out of CreateToolsTriangleList when there's no runtime buffers but also assert because ideally this should happen
Forward command line between sbox-dev and sbox-launch
Create runtime buffers for dynamically created meshes so they can create trace data, allows them to be scene traced
Launcher only launches a single instance of each project
Forgot to force add this dll
Early error when trying to open an invalid project
Some PredictBestType fixes for operators
Fixed legacy Get Game Object node appearing in node list again
Some local instance node grouping cleanup
https://files.facepunch.com/ziks/2024-02-19/O0b83KRmbo.png
Protect against 0 width/height video modes and assert
CHostedWidget::SizeToParent() don't change the video mode if height() is 0
Context menu text entry cleanup, can edit graph inputs / outputs again
I hate this double launch solution
Rename launcher project
Lock project row button when launching
Add some standard map entity definitions that we have loaders for: prop_physics, prop_animated, env_sky, env_gradient_fog, snd_event_*,
Launcher: creating a new project uses Ident as the folder name instead of Title
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png
For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723
Add isolated CallbackBatch, use it when cloning. Fixes instances when cloning in OnEnabled etc would cause weirdness
Fix component weirdness when cloning disabled objects
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen
Fix dynamic reflections and AO in viewported views
Add compiled shaders for viewport shading fixes
Texture barriers for SSR in multiple viewports
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
Don't just use ClassName to serialize types in ActionGraph
Fixed Facepunch/sbox-issues#4869
Fix MultiSerializedObject propagating OnPropertyChanged
Facepunch/sbox-issues#4885
Call GameResource.PostReload() after saving to disk
Clears cached scene in PrefabFile
Facepunch/sbox-issues#4885
Add support for CSS `font-smooth`
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
Set saved gizmo settings way earlier, protect against stomping the settings instance
Fixes sbox-issues/issues/4888
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
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
Close context menu on line edit submit
Get rid of legacy code paths in DefaultUpgrader
Don't enable network GameObjects that are not enabled
Don't call Asset.Compile in parallel 🤦
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
SceneTabList: middle mouse destroys scene session
Make shortcuts very obvious by including them in tooltips
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
AssetBrowser: Add "Delete Folder" option to Folders
Hotload skip NodeDefinition
Allow deleting parameterless output nodes
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
Make game resources compile again when saved
Fix NavMeshAgent.SetAgentPosition not working
Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead
ResourceControlWidget allows drag drop cloud assets
Fixed a bunch of navmesh functions not working because I didn't full in ToNav
Test reproducing Facepunch/sbox-issues#4688
Fixed Facepunch/sbox-issues#4688
More property getter / setter fast path tests
Add RenderAttributes.GetMatrix
Save off and restore clipping values before/after drawing box shadows
Should fix sbox/issues/1453
Remove log
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.
Fix ParticleBoxEmitter not rotating/scaling properly (fixes sbox-issues/issues/4653)
Add ParticleRingEmitter
Change Gizmo.Contol.BoundingBox to new box resize gizmo because this function isn't being used anymore
Splash and Hang Branding
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
Fix NavMeshAgent exception (fixes sbox-issues/issues/4901)
NavMesh.GetRandomPoint does more what you would expect (fixes sbox-issues/issues/4897)
Apply GameTags straight away, instead of deferring
Fix prefab cloning not obeying startenabled, added unit tests (fixes sbox-issues/issues/4871)
Place cursor at the lineedit when not editing (fixes sbox-issues/issues/4898)
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
Drag references to GameObjects / Components from scene view
https://files.facepunch.com/ziks/2024-02-21/devenv_pNaqhLJEaQ.mp4
Fixed Sync vars on derived component types not working
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
Make everything that uses gametags use the same restriction logic
Fix clothing editor sceneobject leaks
Fix broken surface
Tweak GameObject.Clone, so we don't stomp the incoming transform
Lightbinner handle exceeding max envmaps
Fix saving links to the prefab instead of the root object when editing a prefab
Don't destroy particles until they're all dead
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
Don't update Project.LastOpened when adding it from file
Editor tools can create subtools, move, rotation, scale become subtools
Clear dirty framebuffer region when popping a UI layer
sbox/issues/1461
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
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
Pass mouse events from labels to the plug, fixes #1465
https://files.facepunch.com/ziks/2024-02-22/sbox-dev_30vniCtdgM.mp4
Fixed #1467
Package.FormatIdent
Added default Resource.ToString(), Component.ToString()
Format matches GameObject.ToString(): "<type>:<name>"
Fixed nullable parameters in nodes
Fix warning when dragging non-text
Node input context menu signal fixes
Fix PositionEditorTool not snapping properly in localspace
Soundscape map hammer entity
info_player_start tint
Asset Drag & Drop into Action Graph Editor (#1468)
Action Graphs can reference the GameResource they're embedded in
Ctrl+S in an embedded Action Graph saves its host scene
Correct text-decoration thickness default value
Fixed Facepunch/sbox-issues#4947
New Hair + Citizen Gibs
Fixed TransformTest randomly failing
quick fix to skeleton gib vmdl
Add Rotation.ClosestAxis - Will give you the axis most aligned with the given normal
Add Gizmo.Nudge - Will give you a nudge vector along the most aligned left and up axis of the rotation
Make these functions more readable
Why does SerializedProperty have 4 virtual methods to get attributes?
Fixed SerializedList.Parent
Add IMaterialSetter for material drops
UseRenderMeshes for material drops as they don't care about tags
Add arrow key nudging to scene menu https://files.facepunch.com/layla/1b2411b1/sbox-dev_jsu3UScQxU.mp4
Build runtime models ray trace objects with mesh collision data, this makes more sense for now and doesn't fuck up triangle order when you want multiple materials
Change nudge shortcut to Alt+ (blocks text input otherwise)
Gimzo -> Gizmo
Approximate hull for sphere collider when it has non uniform scale https://files.facepunch.com/layla/1b2511b1/sbox-dev_cEmmJpViho.mp4
Check for non uniform scale properly
Apply scale to Prop gibs
Add .sln to default gitignore
Downloading dragged assets easier to see
Do something similar in hammer (Downloading dragged assets easier to see)
Fix component selector sometimes getting stuck half way
If an animation finishes before the Layout does its size/position adjustments the layout will have final say. Issue exposes itself at low framerates or animation time of 0
Resolves sbox-issues/issues/4890
Fix SegmentedControl displaying wrong when size changes during animation
Resolves sbox-issues/issues/4497
Disable context menu for live game scene tab
Resolves sbox-issues/issues/4856
Rotation FromAxis & RotateAroundAxis remarks
Resolves sbox-issues/issues/4930
Translation.TryConvert can perform implicit conversions
Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦
If drag drop trace doesn't hit anything, try hitting grid plane
Possible fix for custom node hotload bugs
Facepunch/sbox-issues#4946
Facepunch/sbox-issues#4976
Facepunch/sbox-issues#4977
Don't clear all attributes when popping a layer
Preserve everything (so we keep scissor attributes etc)
Fixes sbox-issues/issues/4971.
Update Facepunch.ActionGraphs
Fix copy/pasting scene ref nodes
Rewrote scene.ref node
* Has a useful error if referenced object isn't from same scene as graph
* Shows icon of referenced type
* Nicer serialization
Don't mark scenes unsaved from Selection
* Exposed issue where EditorTool wasn't adding to the scene's EditLog and marking unsaved, also fixed
Resolves sbox-issues/issues/4776
Update Editor.Trace summary
Resolves sbox-issues/issues/4786
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
Don't prompt scene saving for editor sessions that are GameEditorSession
When cloning a GameObject, inherit name (unique) from source
Fix NRE when trying to access Game.Overlay stuff without a modal system
Determine fate of network objects when owner disconnects (#1463)
* Can specify what happens to a network object when owner disconnects - don't love the naming
* Unused usings
* Some cleanup
* DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
Fixed [Sync] vars on private properties in base classes not being registered. What a strange one! Fixes Facepunch/sbox-issues#4916
Fix a couple instances of scene not being marked as unsaved
* Adding a component
* Modifying the transform, name, or enabled state of a GameObject from the inspector
Pressing the play button when viewing a prefab works
This assumes the best non-prefab scene for you in this order:
1. Current viewed scene
2. Last viewed scene
3. Closest scene to the left of the prefab
4. Closest scene to the right of the prefab
Resolves sbox-issues/issues/4692
More informative vulkan init failed message
Panning in scene view clears camera's velocity and target
Resolves sbox-issues/issues/4788
Gizmo toggle is checked when gizmos are on
Gizmo.Draw.ScreenText flags defaults to LeftTop
Resolves sbox-issues/issues/4574
Fix F / scene framing also getting interrupted by camera's smoothing
hair LODs
Filtered TreeView items aren't selected with shift select or arrow keys
Resolves sbox-issues/issues/4516
Can continue shift+selecting in TreeView to modify selection
Resolves sbox-issues/issues/4517
A couple small SceneTreeView improvements
* Clear TreeView selection by clicking in empty space
* Added a button to clear filter text
* Search filter responds as you type
* Minor style adjustments
Sandbox.Generator: don't run some unneeded codegen in intellisense.. ISourceGenerator is obsolete and slow and we should figure out how to make this an IIncrementalGenerator
Pixmap.UpdateFromPixels: Support RGBA8888 imageformat
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
Not needed
remove Access Control config (unused)
Allow projects to skip whitelist (standalone, menu etc)
Menu project skips whitelist
Create menu-main.scene
Render menu ui after game ui (cc @DevulTj)
Render loaded menu scene
Can open/edit menu project
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
Compile GameResource if their source changes (external changes, disk saving)
Forgot the interop somehow
Signal value changes for GameObjectControlWidget
Signal value changes for ResourceControlWidget too
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
Catch razor errors, report them nicely
Optimize LerpProperty
When doing input, use panel's ZIndex to determine order
MainMenu is a ScreenPanel
Cleanup
Panel Recursion errors no longer throw full exceptions
Consider panels visible until their transitions have ended
Create menu-main.scene_c
style Overflow returns Scroll if -x or -y are scroll
Add GameJam category
Fix hotload error involving duplicate properties
Some more hotload skipping for TypeLibrary stuff
Update Facepunch.ActionGraphs
Fix in parameters
Fix sound.play node regression
Add Sweeper sample
Don't query global stats for local games
Add samples folder
Optimize use of Styles.IsDefault
Slightly improve component selector search
i.e. "MyComponent" will find the "My Component" component
Fix scene asset drag drop not working while an asset is already selected
Improved style parser errors (sbox-issues/issues/4541)
https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_vMdiBVFnHU.png
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
Fix build (we don't support "display: inline", not sure if this was done on purpose?)
Merge branch 'master' into ui-redesign
thumb_up
1
thumb_down
0
10 Months Ago
Discover tab new tiles, social styling, side nav styles
thumb_up
1
thumb_down
0
10 Months Ago