243,022 Commits over 3,898 Days - 2.60cph!
New: Starting set of CompanionServerTests
A set of functional tests that validate operation of CompanionServer (Rust+). This only covers 3 request types out of 19, but proves that this should work in principle. Next up is adding the remaining tests and making it safe in regards to server-client modes.
Tests: Ran new unit tests - they pass.
Fixed crashes with npc_portal_turret_floor
Bump .exe versions
Updated language files
Prevent stack overflows with InvalidateLayout( true ) from PerformLayout
Will print a warning when it breaks the loop.
Prevent stack overflows with InvalidateLayout( true ) from PerformLayout
Will print a warning when it breaks the loop.
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus
Set a few of them to show on top
Multi-thread navmesh building, making the recast side computations almost negligible
Ported ExplosionScreenBounceFade
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory
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AO texture format changed to A8
ditto
Improve handling of control widgets with Nullable structs, Facepunch/sbox-issues#5984
Spruce up PropertySheetPopup, disable position cookies so they always appear closer to the action
Separate navigation building steps so it's easier to multi-thread
Vehicle locked/unlocked messages localized and toasted
Reduce test cases to help with debugging
Revert formatting this entire file
Add missing ctor
Can export without having to disable whitelist
Don't need loads of warnings here, people can read
Unify terminology, icons
Added `Widget.IsDescendantOf` and `Widget.IsAscenstorOf`
Check if widget is a descendant of the focused widget when invoking shortcuts
NRE fixes
Don't invoke shortcuts if the focused widget is an input field
Remove hack to call F1-F12 binds in the editor. Make F6 Editor Shortcut to replace F6 bind.
Very unartistic terrain mesh blend shader
Add AG nodes to find objects by name
https://files.facepunch.com/ziks/2024-07-30/Pj8i1MXoJx.png
Add option to build navmesh asynchronously, add more profile markers
Add start delay to particles
Player inventory, storage containers and player belt fail messages localized and toasted
Minor socket mods fail messages tweaks
Expose network accessor to ActionGraph
Tools to help investigate debug dumps
Add preview icon to clothing resources in the asset browser
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Remove logs
Respect desired executable name
Delete IconChanger, it don't work
Strip the Shortcut class from EditorShortcuts altogether, reducing bloat and fixing widget focus issues. Pulled ShortcutType enum outside of ShortcutAttribute class.
env_fish correct values on main camera
Plane collider size change
Player move / locally owned network object parented orbiters
Lots of moving objects
Delete IconChanger, it don't work
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
Fix SceneCamera.GetFrustum for ortho cameras
Breaking change, but fixes incorrect behaviour
Fixes Facepunch/sbox-issues#5999
Stop opening scenes overriding other tabs' camera locations, fixes Facepunch/sbox-issues#5929
Add Gizmo.Draw.LineFrustum
Use Gizmo.Draw.LineFrustum in CameraComponent.DrawGizmos
Facepunch/sbox-issues#5999
Fix wrong delta for movement snap making 2d drag go all weird, fixes Facepunch/sbox-issues#5981
DPV Beacon light
LODs and material/textures
Beacon light prefab setup
lake b and c builds, unity scene setup
Fixed crashes with npc_portal_turret_floor
Bump .exe versions
Updated language files
Mark Editor.Option.Shortcut as [Obsolete], telling users to use Editor.Option.ShortcutName instead
GlobalKeyPressed now passes KeyEvent instead of key int
Added KeyEvent.Name which returns the name of the key pressed based on it's KeyCode and NativeKeyCode
Update surfaceproperties.txt
These values are not used, idk how they even got here
If the benchmark can't access the backend, just quit (like if azure is down)