22,418 Commits over 1,614 Days - 0.58cph!
Get rid of redraw flicker when adding/removing from lists and dicts
Fix NRE when deleting items from serialized list in inspector
Fix removing dictionary entries not marking scene unsaved
Fix copy/pasting nodes referencing graph target input.
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
studdle colour adjustments
handlebar_moustache small adjustments
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
OnDestroyInternal should be internal
Update Facepunch.ActionGraph
Facepunch/sbox-issues#5066
Facepunch/sbox-issues#5128
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
[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
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495)
Fixes local interpolation jitter
Initial
Improve API, add targets (left/right motor, left/right trigger)
Motor frequency emulation
Remove unused
PWM fixes
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
Save Scene As dialog tries harder to open in a logical place
Don't render camera if its width/height are 0
Fix SpriteRenderer/TextRenderer not setting SceneObject tags properly
If scene view is hidden, still update the scene if we're not playing the game
Remove unused
Move renderingpipelines to engine2
This bounds checking in izCreateBVH is wrong
Revert "Expose SceneTrace etc to ActionGraph"
This reverts commit 438a62d24fbf3dc9a156f8279322af8ccb00c51d.
I want to make some of these methods into action nodes, not expressions.
Expose SceneTrace etc to ActionGraph
https://files.facepunch.com/ziks/2024-03-11/sbox-dev_NWYZqy5dMC.png
Mark IActionComponents as obsolete
Don't list obsolete component types in ComponentTypeSelector
Allow .sbproj files to have names
Add EditorUtility.SaveFileDialog
Right click > create model creates a model
Throw exception when trying to lock a MixBuffer twice
Delete Input.AnalogInputs/GetAnalog (might re-add later)
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Same bounds fix for DirtyControlMapRegion
Fix ByteStream.Write negative offset
Expose MixBuffer's raw pointer in safer way
Fix NRE on object desyroy (sorry!)
Forward controller axis events to managed
Forward controller button events to managed
Add prefabs for cubemap fog, envmap probe, gradient fog, volumetric fog
Hide terrain component, don't create this manually
ActionGraph window is a dialog, stays on top of editor window
Fix GetAttributes sometimes returning null
Don't write null values in components
Add OnComponent actions
https://files.facepunch.com/garry/65558502-1f39-48b8-81eb-e54a43e025a9.png
Add Collider.OnTriggerEnter, OnTriggerExit
Make block primitive hollow option work
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster
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
Draw open edges with half thickness
ControlSheet/Inspector tweaks that no-one asked for
Render open edges with smaller thickness until I render hash marks for them
Add PolygonMesh.IsEdgeOpen
GetEdgeVertices has two out vertices, instead of returning array
Lock simulator commit when removing a source
Skip adding undos on Game scenes
Don't try to remove steam audio static mesh if it's null
Fix #nullable context warnings
Facepunch/sbox-issues#5116
Lock reflection simulator when committing