reposboxcancel

16,281 Commits over 1,248 Days - 0.54cph!

10 Days Ago
Component editor
10 Days Ago
Fix hotloading action graphs
10 Days Ago
Fix hotloading action graphs Some generated component hotload safety
10 Days Ago
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
10 Days Ago
Don't load global projects from addon.json anymore
10 Days Ago
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
10 Days Ago
Add up/down movement to gizmo FirstPersonCamera
10 Days Ago
Component editor Move to Components/Definition Fix calling base constructor in generated component types Avoid deserializing ActionGraph bodies while generating types
10 Days Ago
Delete cloud assets that we can't trace back to a package
10 Days Ago
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
11 Days Ago
Adjust size of EnumControlWidget popup to see if that fixes weird position sometimes Also don't add icon button if there's no icon
11 Days Ago
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
11 Days Ago
Component editor Move to Components/Definition Fix calling base constructor in generated component types
11 Days Ago
Get rid of test log
11 Days Ago
Revert "Use standalone launcher by default" This reverts commit aec53d0ab776ea8f0423a68322c24ed3caf8a6d6.
11 Days Ago
Fixed re-creating NodeLibrary a bunch of times during startup
11 Days Ago
Fix calling base constructor in generated component types
11 Days Ago
Move to Components/Definition
11 Days Ago
Component editor
11 Days Ago
ActionGraph fixes / improvements from hackweek Everything except the component editor Fix embedding target object in scene Action Graphs Fix legacy Get Game Object node
11 Days Ago
Use standalone launcher by default
11 Days Ago
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)
11 Days Ago
More links on launcher
11 Days Ago
Add project from folder create new project
11 Days Ago
Component editor
11 Days Ago
ActionGraph fixes / improvements from hackweek Everything except the component editor Fix embedding target object in scene Action Graphs Fix legacy Get Game Object node
11 Days Ago
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
11 Days Ago
Move SegmentedControl over Add EditorUtility.DisplayDialog which asks a bool Pin/Remove works
11 Days Ago
Warnings as errors
11 Days Ago
Fixed get component helper nodes
11 Days Ago
QtAppSystem styles, filesystem ToolFramwork2 startup, use managed qt init Launcher has project list basics Paint.Draw from url is dpi aware
11 Days Ago
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
11 Days Ago
Fix Camera.RenderToTexture incorrect aspect when using ortho, just use ortho height, we don't use ortho width and it should be removed
11 Days Ago
CanSpawnObjects settable only by the host
11 Days Ago
Make it CanSpawnObjects
11 Days Ago
Init qt fonts properly Init qt dirs properly
11 Days Ago
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
11 Days Ago
ContextTools not used anymore Delete Command.Collection, simplify concommand internals. Change how cookies work, filenames (your cookies will be cleared) Update default editor layout Delete empty cookie files instead of writing them Fix convar values being wrong
12 Days Ago
ProjectList: fix NRE on Project.Current
12 Days Ago
Fix InputRouter not passing to game when no menudll is loaded Fix launch settings, remove bullshit ones
12 Days Ago
Treat warnings as errors so I stop pushing shit code and having CI fail Fix warning
12 Days Ago
Initialize these engine classes outside of MenuDll now that editor doesn't run menu dll Null check a bunch of IMenuDll.Current calls
12 Days Ago
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
12 Days Ago
Fade in explanation
12 Days Ago
Fix game test
12 Days Ago
Fix unit tests
12 Days Ago
Tweak how launching works, don't put tools and game in their own contexts anymore Add QtAppSystem Update QApp.def
12 Days Ago
Add SkinnedModelRenderer.AnimationGraph to override animgraph
12 Days Ago
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
12 Days Ago
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero