20,764 Commits over 1,522 Days - 0.57cph!
Override Deserialize with options for Scene so undo uses scene deserialize instead of GameObject, fixes undoing object deletions
Add Component.DestroyGameObject()
Revert "Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)"
This reverts commit 035076021d71fcd5a26354b916815f3da40d22fc.
This should fix errors not having version information
Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)
[Hide] IsValid on Resource so that it doesn't show Is Valid tickbox in inspector for game resources
Expose places for editor tools to interact with ActionGraphs in resources
Remove stepcount from physics interface, don't need to be calling into native to set this
Stick org icon next to asset info
https://files.facepunch.com/alexguthrie/1b2411b1/sbox-dev_C9MXtG8BHu.png
Initial cloud browser, separate from asset browser
https://files.facepunch.com/alexguthrie/1b2411b1/sbox-dev_H2QXLFoiGB.png
Fix "Break into separate components" on a deactivated Prop component not restoring procedural components
Fixed inconsistent padding on header bar between LeftCenter and Center layouts
Only append quotes to clipboard text when pasting into property where it's not already likely valid json, resolves Facepunch/sbox-issues#6496
Update ITagSet to have more consistent HasAll/HasAny overloads, resolves Facepunch/sbox-issues#5023
Differentiate between cloud vs missing map in inspector
Add try catch to Language.AddFile, output exception and file path so users can track down the problem, resolves Facepunch/sbox-issues#6478
Move Hammer stuff to its own project
We don't need <Vulkan> in the editor title anymore
Cleanup
Fix holding ALT not providing gizmo inputs. Resolves Facepunch/sbox-issues#6495
Make Resource IValid, not valid when not yet loaded/missing
Replacing deleted assets is treated as new, triggers reload events properly
Deleting/replacing prefabs updates instances in open scenes
Prefabs: register promise for missing source files, update inspector UI to show missing
Add chunky mode to ResourceControlWidget
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
Fix map fog sometimes not scaling by fogcontroller
Fix duplicate not working on NotSaved gameobjects
Don't print the name of every loaded resource
Only update sphere shape when changed
Cache transform origin for sphere collider when built, use that when resizing
Make sure resources created from native keep their correct path even when using fallback (error.vmdl etc)
Make missing resource references more obvious in inspector
https://files.facepunch.com/solw/2024/September/23_14-27-LawfulPika.png
Bullshit file filtering
Add option to show only assets
Refactor list drawing
Put type icon in top left
Move a bunch of shit from GameNetworkSystem.* to Networking.*
Revert that experiment, there is no benefit
HashSetEx actually doesn't need to defer adds
NetworkSpawn() with no arguments will use Connection.Local as the owner (like it used to)
External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
Revert "Remove GetAllComponents( Type type )"
This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f.
Implement GetAllComponents( Type type )
Log files use the process name
Remove GetAllComponents( Type type )
Experiment: Does the boxing to object make any difference here
Fix hotload struct array block copy
Update TargetFramework to net9.0
Fix changed MemoryMarshal.Write
HotloadDll checks for net9.0
Replace FormatterServices.GetUninitializedObject with RuntimeHelpers.GetUninitializedObject
Package updates
Use ReadExactly instead of Read
Fix MemoryMarshal.Write usage
Comment out obsolete for now
Disable PatchAMSI
Update compiler embedded refs
Update embedded System.Runtime.Versioning.TargetFramework version
processor ignore net9 folder too
Whitelist System.Runtime.CompilerServices.NullableAttribute
Whitelist NullableContextAttribute
Whitelist RefSafetyRulesAttribute
AnimGraph: Keep track of cycle for updating state machine blend weights instead of calculating from anim time, should fix dodgy blends when playback speed fluctuates
ModelDoc: Fix obj loader not making use of object name, causing bad mesh names
Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check"
This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c.
Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes"
This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem
Reduce HashSetEx initial size
Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
Test HashSetEx with iteration counter and deferred changes
Fix NRE in UndoGameObject
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
Fix "path cannot be empty" when opening object menu
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
Don't repeat NetworkSpawn logic, filter down to one function
Network the GameObject enabled status