20,844 Commits over 1,522 Days - 0.57cph!
Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
Component id + prune those for refresh as well
Serialize id properly
Drag & drop components to change their order
Resolves sbox-issues/issues/4254
EditLogs for when a component is moved
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping
Joint gizmo just draws a line from self to target game object
Fix prismatic disabling limit when it shouldn't
Create slider with 2 pivots and an axis, this makes the most sense
Base joint passes two physics points for joint creation
Do a pass on all joints to make sure their local frames make sense
Add RigidBody.MotionEnabled
Fix game setup's Launch Mode always falling back to default LaunchMode.Normal
Resolves sbox-issues/issues/4923
ICollisionListener & ITriggerListener have default interface methods + docs
Resolves sbox-issues/issues/4852
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
Fix async warning in PreviewMesh
GameController -> CGameController, some code refactor, Controller is a handle
Make joint more robust in finding physics bodies, improve the gizmos a bit
Better anchor points for spring joint
Add Vector3.CatmullRomSpline, Vector3.TcbSpline
Add SceneLineObject
Add LineRenderer component
Add line prefab
Fix NRE
Fbx serializer is too spammy
Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes
Don't create model for preview mesh if there's no valid meshes
SerializedProperty and ControlSheet support nullable values
BoolControlWidget fade property when disabled
Don't preview smd for now
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155)
Component selector search is scored, uses classname and description too
Add tooltip to component selector
Rename Particle System to Legacy Particle System
Fix OnPreRender always getting called, even if execute in editor is false
Tick UI right before render, after other updates
Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924
Strip out menu resources/startup resources - more trouble than it's worth
Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Rip out SteamInput and our Controller API
Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs
Turn off steam overlay in the editor again
Forward controller button events to managed
Forward controller axis events to managed
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Delete Input.AnalogInputs/GetAnalog (might re-add later)
Remove last references to lightbinnervr
Readd Dynamic/Baked light settings on hammer
Handle exceptions thrown when discovering reflection-based nodes
Fixes Facepunch/sbox-issues#5157
Proper fix for hull vs mesh at large coordinates (thanks dirk)
Initial commit
Component id + prune those for refresh as well
Serialize id properly
OnRefresh
Fix refresh for bones
Get rid of redraw flicker when adding/removing from lists and dicts
Fix NRE when deleting items from serialized list in inspector
Fix removing dictionary entries not marking scene unsaved
Fix copy/pasting nodes referencing graph target input.
Allow easy access to graph inputs from node menu, including "This"
https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png
Facepunch/sbox-issues#5082
studdle colour adjustments
handlebar_moustache small adjustments
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
OnDestroyInternal should be internal
Update Facepunch.ActionGraph
Facepunch/sbox-issues#5066
Facepunch/sbox-issues#5128
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
[ActionGraphInclude] implies [Expose]
Rename "Game Object" node category to "Scene"
Expose scene tracing to Action Graph
https://files.facepunch.com/ziks/2024-03-11/sbox-dev_rirZ1oi97u.mp4
Fixes Facepunch/sbox-issues#5120
ActionGraph node menu respects [ReadOnly] attributes
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495)
Fixes local interpolation jitter
Initial
Improve API, add targets (left/right motor, left/right trigger)
Motor frequency emulation
Remove unused
PWM fixes
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
Save Scene As dialog tries harder to open in a logical place
Don't render camera if its width/height are 0
Fix SpriteRenderer/TextRenderer not setting SceneObject tags properly
If scene view is hidden, still update the scene if we're not playing the game
Remove unused
Move renderingpipelines to engine2
This bounds checking in izCreateBVH is wrong
Revert "Expose SceneTrace etc to ActionGraph"
This reverts commit 438a62d24fbf3dc9a156f8279322af8ccb00c51d.
I want to make some of these methods into action nodes, not expressions.
Expose SceneTrace etc to ActionGraph
https://files.facepunch.com/ziks/2024-03-11/sbox-dev_NWYZqy5dMC.png
Mark IActionComponents as obsolete
Don't list obsolete component types in ComponentTypeSelector
Allow .sbproj files to have names
Add EditorUtility.SaveFileDialog
Right click > create model creates a model
Throw exception when trying to lock a MixBuffer twice