20,855 Commits over 1,522 Days - 0.57cph!
ProjectList own file
Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms
Don't scan project filesystem twice
Fixed StructArrayConverter.BlockCopy
Fixes Facepunch/sbox-issues#4794
Fix double clicking sbproj not opening it
Fix right click unsaved scene error
Add TaskSource.FromCanceled & TaskSource.FromException (fixes sbox-issues/issues/4807)
Whitelist some Task properties
Whitelist OperationCanceledException (fixes sbox-issues/issues/4806)
Don't focus on nothing (fixes sbox-issues/issues/4828)
Escape deselects all (fixes sbox-issues/issues/4829)
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