22,418 Commits over 1,614 Days - 0.58cph!
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
Fix unit tests, add SerializedProperty method test
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
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
Fix exception when deleting object in update
SoundPoint can override distance attenuation, occlusion, reflection
Remove all ggx code for now & just copy directly to cubemap array
Let's not make this elseif - always check both
Test both old and new formats
Add test for loading old reference model type from prefab / json
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 some Assets not loading properly from cloud folder on startup
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
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
Add Panel.TooltipClass - fixes sbox-issues/issues/4746
Completely strip PackageDownloadMode
Cancelling loading cancels properly - fixes sbox-issues/issues/4623
Make download cancelling more convincing, add more download lanes
Fixes local interpolation jitter
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495)
[ActionGraphInclude] implies [Expose]
Rename "Game Object" node category to "Scene"
Expose scene tracing to Action Graph
https://files.facepunch.com/ziks/2024-03-11/sbox-dev_rirZ1oi97u.mp4
Fixes Facepunch/sbox-issues#5120
ActionGraph node menu respects [ReadOnly] attributes
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
Update Facepunch.ActionGraph
Facepunch/sbox-issues#5066
Facepunch/sbox-issues#5128
OnDestroyInternal should be internal
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
Cubemapper tests
Merge branch 'cubemapper' of sbox into cubemapper
Try to store package revision id in lobby
Serialize as Id not __id so also picked up by MakeGameObjectsUnique
Scene unique component ids - update serialization test accordingly
Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141
Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144
Tick UI before resetting input - fixes sbox-issues/issues/5169
Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
Component id + prune those for refresh as well
Serialize id properly
Drag & drop components to change their order
Resolves sbox-issues/issues/4254
EditLogs for when a component is moved
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
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
Add RigidBody.MotionEnabled
Fix game setup's Launch Mode always falling back to default LaunchMode.Normal
Resolves sbox-issues/issues/4923
ICollisionListener & ITriggerListener have default interface methods + docs
Resolves sbox-issues/issues/4852
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
Fix async warning in PreviewMesh
GameController -> CGameController, some code refactor, Controller is a handle
Make joint more robust in finding physics bodies, improve the gizmos a bit
Better anchor points for spring joint
Add Vector3.CatmullRomSpline, Vector3.TcbSpline
Add SceneLineObject
Add LineRenderer component
Add line prefab
Fix NRE
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
SerializedProperty and ControlSheet support nullable values
BoolControlWidget fade property when disabled
Don't preview smd for now
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
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
Fix OnPreRender always getting called, even if execute in editor is false
Tick UI right before render, after other updates
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
Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Rip out SteamInput and our Controller API
Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs
Turn off steam overlay in the editor again
Forward controller button events to managed
Forward controller axis events to managed
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Delete Input.AnalogInputs/GetAnalog (might re-add later)
Remove last references to lightbinnervr
Readd Dynamic/Baked light settings on hammer
Handle exceptions thrown when discovering reflection-based nodes
Fixes Facepunch/sbox-issues#5157
Proper fix for hull vs mesh at large coordinates (thanks dirk)
Initial commit
Component id + prune those for refresh as well
Serialize id properly
OnRefresh
Fix refresh for bones