244,452 Commits over 3,898 Days - 2.61cph!
Add directional light and better cubemap to shadergraph preview
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Seal all shader nodes that can be sealed
Truck, Container, Tyre and tote Dev assets
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
Event components for state events
Basic way of hooking events in ActionGraph
merge from analytics_profile_servermgr -> main
Add profiling to following methods & include in runtime profiling data
- ServerMgr.Update()
- Net.sv.Cycle()
- Physics.SyncTransforms()
- CompanionServer.Tick()
- BasePlayer.ServerCycle()
Roadside monument road adjustment improvements
Add Action properties to StateComponent
Fixed prefab scene bullshit
Fixes sbox-issues/issues/5636
Fixes sbox-issues/issues/5635
merge from fix_server_profiling_lag_spike -> main
Fix RPC lag spikes not including server id
Fixed legacy workshop addons sometimes not extracting correctly
This would happen on download, potentially after messing about with Steam files
SetAvoidPlayers ignores noclipping players
Fix bytestream overflows (and add test)
Make a bunch of stuff sealed
Pull over does appropriate checks either side
Ensure waiting on pullover is consistent
Additional safety checks whilst aligning
Entity info on death by vendor
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
Restore conversion from .object to .prefab
Fix NRE in SceneWidget when scene is deleted
Fix PrefabScene placeholder loading whole scene
Setup Vintage Wooden Furniture Folders
Added Vintage Wood Material and Textrues
Added and Setup Round Table Prop Prefab
Expose more player movement properties to global
Update examples
Use less stack space
Player is slow walking when aiming instead of custom case
Remove openvr_api.lib dep, unused preprocessor definitions
Facepunch.XR update
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode
Track time since weapon deployed, don't allow shooting while deploying weapon
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Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
Add cached WeaponComponent.Player
Scenes free their SceneWorld/PhysicsWorld/GizmoInstance on close/destroy/finalize
Fixed Weapon.Owner, network it properly, fix NRE in WeaponRow
Update line anchor using jobs
use core land sound, we'll layer gear audio later
Don't play fun kill sound when you've killed a teammate
Add Spawn Pickup Chance variable to Breakable prefab (awesome)
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
added simple pid implementation for controlling orientation when steering - needs more tuning
Vendor clientside stuff:
- basic steering
- basic wheel rotation
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it)
Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL
TextDialog cleanup
ControlSheet.AddRow just creates a ControlWidgetRow (single path)
Move ComponentSheetHeader to its own file
Now GameObjectTransformControl uses the new path, we don't need to manually align margins
MakeIdGuidsUnique returns a translation dictionary
Store prefab guid to instance guid translation table on prefab instance root GameObject
Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab
Add CloneConfig.PrefabVariables
Add PrefabFile.VariableList
Simplify prefab instance lookup object by id
Add PrefabScene.VariableCollection
Prefab variables end to end
Show variable names when inspecting prefab
Prefab variables widget, editing, grouping, deleting
Fix ControlSheet stretching horizontally
Store variables in the prefab's RootObject, makes most sense
Variable star opens a menu instead
PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png
Fix prefab changes not updating after save
UI tweaks
Remove Scene.Save - way too confusing
Merge pull request #1603 from Facepunch/prefab-variables
Prefab Variables
Spectating orbit cam, hide cursor in third person
Remove unused
prefab variable test scene
Converted weapon deploy / holster events (#104)
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Remove Scene.Save - way too confusing