22,418 Commits over 1,614 Days - 0.58cph!
Close context menu on line edit submit
Get rid of legacy code paths in DefaultUpgrader
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
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
Set saved gizmo settings way earlier, protect against stomping the settings instance
Fixes sbox-issues/issues/4888
Allow owner transfer changing from current owner
Add support for CSS `font-smooth`
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
Owner can always drop ownership
Fix MultiSerializedObject propagating OnPropertyChanged
Facepunch/sbox-issues#4885
Call GameResource.PostReload() after saving to disk
Clears cached scene in PrefabFile
Facepunch/sbox-issues#4885
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
NetworkAccessor.SetOwnerTransfer method
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
Don't just use ClassName to serialize types in ActionGraph
Fixed Facepunch/sbox-issues#4869
Text tabs quick start
Working fixed with tabs
Work in tab stops during line layout
Tab stops are font width * 4 spaces wide
No need to collapse tabs here, we do it with WhiteSpace
Fix tabs not always lining up, use measured space width
Fix tabs not always lining up, use measured space width
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
No need to collapse tabs here, we do it with WhiteSpace
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
Run lightbinner calculation in render thread & actually on lightbinner layer
Light culling tests with depth & light radius on compute shader
Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead()
Finish light visibility test shader, rewrite to be cleaner, temp pass PerViewConstantBuffer_t for g_vDepthPsToVsConversion on layer
Tab stops are font width * 4 spaces wide
Work in tab stops during line layout
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
Remove this for now, sus is later
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
Default CanSpawnObjects to true for now
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
Close context menu on line edit submit
Put all generated component types in one assembly
Fix component weirdness when cloning disabled objects
Add isolated CallbackBatch, use it when cloning. Fixes instances when cloning in OnEnabled etc would cause weirdness
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
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
Launcher: creating a new project uses Ident as the folder name instead of Title
In-editor property creation: use const value as default
Add some standard map entity definitions that we have loaders for: prop_physics, prop_animated, env_sky, env_gradient_fog, snd_event_*,
I hate this double launch solution
Rename launcher project
Lock project row button when launching
Mixer scales itself based on its own volume, so it is reflected in metering
Context menu text entry cleanup, can edit graph inputs / outputs again
Protect against 0 width/height video modes and assert
CHostedWidget::SizeToParent() don't change the video mode if height() is 0
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
Early error when trying to open an invalid project
Forgot to force add this dll
Launcher only launches a single instance of each project
Tweak mixer control
https://files.facepunch.com/garry/30a69c23-fadf-426c-bb78-a4152a2b861d.mp4
Lock the mixing thread when hotloading
We can review this later, since I suspect if we make the active voice list ignore hotload, everything will be fine anyway.. and it would be nice to have sounds keep playing.
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
AudioSampler can sample multi-channel