20,833 Commits over 1,522 Days - 0.57cph!
New Hat - Trapper Hat
Cosy winter hat, LODs coming asap
https://files.facepunch.com/daniel/1b2411b1/sbox-dev_LhRhTPsrhS.jpg
Publish: handle libraries referencing each other during compile
Retain upload case sensitivity when upload a source package
Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess.
Move CreateProjectFolders so it can be called from elsewhere
Added UnicastAttribute / codegen
Warn in OnObjectMessage if ActiveScene is not set
Document UnicastAttribute
Upon changing a component type to abstract and you have component references, add it as a missing component
Edge split https://files.facepunch.com/layla/1b2411b1/sbox-dev_tJAwpCBX7h.mp4
Edge dissolve https://files.facepunch.com/layla/1b2311b1/sbox-dev_bYy4nlGQcb.mp4
Refactor halfedge for safer component checking and easier access to components from handles
Edge collapse https://files.facepunch.com/layla/1b2311b1/sbox-dev_yypYVe16Ni.mp4
Added UnicastAttribute / codegen
Warn in OnObjectMessage if ActiveScene is not set
Use Json.Serialize/Deserialize for BaseFileSystem.WriteJson/ReadJson, instead of different serializer options which didn't support our custom converters
Centre default window positions to the screen, or main editor window where it's present
Squashed commit of initial standalone exe and wizard
Squashed commit of full exe implementation
Wizard cleanup, shares wizard code between publish/standalone
Rebase fixes
Edge ring select, add shortcuts for ring select and connect (G and V) https://files.facepunch.com/layla/1b2311b1/sbox-dev_cdYFJiesYI.mp4
Re-implement Input.GetAnalog, respective glyph icons, moved some files into dedicated Controller directory
Package versions api
EditorUtility.DownloadAsync creates the folder, if it doesn't exist
LibraryManager can downloads and load the library
Time sliced shadows + shadow caching
VR: Hide menu when in-game
VR: Keep track of whether we want new poses or not
VR: don't use explicit timing, causes issues w/ sync and latency
Re-use ActionGraphs when cloning / instantiating prefabs
Fixes Facepunch/sbox-issues#5374
Fix old sky material ref in code
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Fix remapping scene.ref nodes on cloned game objects
Use DisplayInfo.Hidden in node menu
Fix scene reference gizmos
Delete these too (colorscript)
Removed materials/skyboxes that aren't ours
Use DisplayInfo.Hidden in node menu
Localization now lives in its own folder at the root of a project, instead of "Assets\.localization"
- Publishing a project will pick up this folder automatically
- All you should need to do is move your .localization folder to the root of your project, and rename it to "Localization"
Move menu localization files
Update dev materials using correct shader
Remove/Replace Sounds that aren't ours
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Fix remapping scene.ref nodes on cloned game objects
Recompute texture axis when copying face data
Edge connect allocates new face with data from source face
Edge connect https://files.facepunch.com/layla/1b2111b1/sbox-dev_47JzOMkyv3.mp4
Bridge edges will try to create a triangle face if the edges share a vertex
Add edge fill hole operation https://files.facepunch.com/layla/1b2111b1/sbox-dev_zcqRYk5ATA.mp4
Rework halfedge to be identical to the native version, this makes it easier to port all the other mesh operations
Allow edges and vertices to be deleted
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Library manager, list available libraries
Fix assembly loading, mount assemblies in their own filesystem on packages
Resolve circular dependency on base csproj
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
Initial standalone build wizard
Standalone player exe
Export into `data\`, copy everything we want
Application.IsStandalone, don't try to load menu project if standalone
Load from manifest, un-hardcode paths
Fix paths, temporarily copy sbproj
We should be able to get away with not copying these manually, asset system should handle dependencies
Clean up, slightly improved wizard
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Load assembly, filesystem
Copy base UI textures and fonts
Move standalone-specific stuff into StandaloneGameInstance
Use code resources from code manifests
Only copy compiled code resources, don't copy tool DLLs
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster)
Clean up, try to get as much of this standalone stuff as contained as possible
Copy all core models too (mainly for box, sphere models)
Wizard UX improvements
Fix paths for new folder layout
Change "build" naming to "export", makes more sense
Wizard cleanup, share wizard code between publish/standalone
Rebase fixes
Fix menu not loading 🙈🙈🙈🙈🙈
Make internal addons.. addons - because it matters now
Fix NRE in DockManager
Make Project creation internal
Add LibraryManagerDock
Project constructor can't be internal, ya dummy
Library publishing
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
Fix node graph comment not saving position after resize