17,197 Commits over 1,308 Days - 0.55cph!
Add right click menu in game list
Fix DamageInfo breaking changes
Fixed #1459
https://files.facepunch.com/ziks/2024-02-16/sbox-dev_PgVOUJbZm0.mp4
Update Facepunch.ActionGraphs
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()
Fixed pulses not always animating
Fix expression node regression in legacy GetGameObjectNodeDefinition
Hide the settings option in the launcher to stop people obsessing over it
Fix exceptions in NavMeshToolbarWidget
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
Make RPC errors more useful
Fix project changes not saving
Binds
create mixer - can play sounds!
strip vmixtool
Remove unused args
Add some more c# compatible funcs to CAudioMixBuffer
Add AudioBuffers, MixBuffer
Audio processor basics
Route SoundHandle through managed system, use speaker volumes etc
Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused
Strip as much as I dare right now
Add steam audio
Update steam audio binaries
Add steam audio binds
Add BinauralEffect processor
Steam audio scene system
Apply direct
Create phonon.pdb
Reflection works! 😅
Latest
Clean up
Fix menu sounds not playing
Refactoring, making internal
Fix warning
Fix tests
strip unused
Remove unused
Let sbox-dev.exe -test pass through
Fixed ActionGraphResource
Init frustum as ortho when using ortho, fixes PointToScreenPixels. Obsolete OrthoWidth
Remove broken (deleted) projects from the ProjectList
Fix hotloading action graphs
Fix hotloading action graphs
Some generated component hotload safety
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
Don't load global projects from addon.json anymore
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
Add up/down movement to gizmo FirstPersonCamera
Component editor
Move to Components/Definition
Fix calling base constructor in generated component types
Avoid deserializing ActionGraph bodies while generating types
Delete cloud assets that we can't trace back to a package
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
Adjust size of EnumControlWidget popup to see if that fixes weird position sometimes
Also don't add icon button if there's no icon
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
Component editor
Move to Components/Definition
Fix calling base constructor in generated component types
Revert "Use standalone launcher by default"
This reverts commit aec53d0ab776ea8f0423a68322c24ed3caf8a6d6.
Fixed re-creating NodeLibrary a bunch of times during startup
Fix calling base constructor in generated component types
Move to Components/Definition
ActionGraph fixes / improvements from hackweek
Everything except the component editor
Fix embedding target object in scene Action Graphs
Fix legacy Get Game Object node
Use standalone launcher by default
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)
Add project from folder
create new project
ActionGraph fixes / improvements from hackweek
Everything except the component editor
Fix embedding target object in scene Action Graphs
Fix legacy Get Game Object node
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
Move SegmentedControl over
Add EditorUtility.DisplayDialog which asks a bool
Pin/Remove works
Fixed get component helper nodes
QtAppSystem styles, filesystem
ToolFramwork2 startup, use managed qt init
Launcher has project list basics
Paint.Draw from url is dpi aware
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly
Add backwards compatibility when deserializing component references (find type)
Started on ComponentDefinition GameResource
Proof of concept generate component type at runtime
https://files.facepunch.com/ziks/2024-02-05/sbox-dev_Ga8FKcNpIW.png
Implemented properties in component definitions
https://files.facepunch.com/ziks/2024-02-05/sbox-dev_KJpUex47QT.png
Fixed hotloading ComponentDefinition changes
BaseResourceEditor.SavedToDisk()
Started on a ComponentDefinitionEditor
Property editing mostly working
Get rid of Asset.SaveToMemory
Avoid re-deserializing GameResources after they have just saved to file
Fix ComponentDefinition not building on change
WIP editor for adding methods to components
https://files.facepunch.com/ziks/2024-02-06/sbox-dev_eh9gkCe81q.png
Generate method stubs based on component definition
Implemented calling methods on generated components
ActionGraphComponentTemplate
Action Graph editor tweaks
Fix Action Graph node pulsing being unreliable
Make sure graph is saved to file on Ctrl+S when embedded in resource
Create methods from inside the Action Graph editor
Action Graph: Double-click on a property to edit it
https://files.facepunch.com/ziks/2024-02-07/devenv_aHfLD4Qsb5.mp4
Action Graph: double-click on method node to go to definition
Use CodeEditor.OpenFile() when double-clicking nodes
https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4
Enter name when creating method out of nodes
ActionGraph, ShaderGraph: store view in cookie per-asset
Can create component properties from within the Action Graph editor
https://files.facepunch.com/ziks/2024-02-08/devenv_AN2eN6L2BR.mp4
Node grouping tweaks
More node list tweaks
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_gRcj5bOB44.mp4
Can directly use component properties as node inputs
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_sjs44F0SQM.mp4
Fixed private [Property] not showing up in node list
Menu.AddOptions()
Refactor GraphView to use Menu.AddOptions
TypeControlWidget now uses Menu.AddOptions too
More node list tweaks
Fix clearing and expanded output
Double-click on an output to auto expand / hide expanded outputs
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_KZJs1sxKKy.mp4
Specify which members should get auto-expanded on double-click
Update Facepunch.ActionGraphs, fix filtering methods for parameter safety
Implement expression methods / outputs
Fix invalid program involving value type inputs
Rebuild component type if method or property removed
Menu.AddOptions: support having headings at any depth
https://files.facepunch.com/ziks/2024-02-09/devenv_mRkCi2hCHa.mp4
Node list tweaks
Playing with a live value inspector on hover
https://files.facepunch.com/ziks/2024-02-09/sbox-dev_0Iwj4OgIbd.mp4
Can set default values for component properties again
https://files.facepunch.com/ziks/2024-02-09/sbox-dev_v4JnzXDks5.mp4
ComponentDefinition property default value hotload fixes
Create properties from inputs
Fix menu item ordering with headers
Fully refresh component list on hotload
Small Action Graph editor fixes
Node library tweaks
EnterNameMenu fixes
Avoid re-using member names of deleted members
Use aliases for types like float, int, bool
WIP
Update Facepunch.ActionGraphs
Fix after rebase
WIP simplifying after ActionGraph refactor
Support custom [ClassName] when serializing type references in ActionGraph
????
Fix deserializing override methods
Fix passing target
Fix creating local instance nodes
Fix target type in editor
Re-implement embedding target in scene ActionGraphs
Fix Camera.RenderToTexture incorrect aspect when using ortho, just use ortho height, we don't use ortho width and it should be removed
CanSpawnObjects settable only by the host