Add SceneWorld.DeletePendingObjects()
Add BBox.Trace + Tests
Add Sphere.Trace + tests
add proof of concept
Selection tests
Store IHandles in a dictionary, so hotload doesn't look through a 64 million index list of nulls
Switch to global static
Cleaning, pooling
Add Scene.DrawParticles
Add Scene.Draw
Bind CFrustum
Add SceneCamera.ToScreen( world )
Add Scene.Draw.Text
Line rendering https://files.facepunch.com/garry/4db936f7-ebb1-4297-adaf-a2e06e85c0a1.mp4
Add Draw.LineBBox
Fix transform not cascading
Code cleanup
Graphics.Draw will render in chunks of larger than dynamic vertex buffer size
Add Draw.LineSphere
Fix LineSphere
Add LineCircle
Add Draw.SolidCone
Draw.Sprite (placeholder, needs a real shader)
Rotation poc
Moved hitbox code to Scene.Hitbox.*
https://files.facepunch.com/garry/b31bdbf4-23f7-40a2-8f0f-7048314e51fe.mp4
Don't warn about un-precache'd particles
Grid snapping poc https://files.facepunch.com/garry/2e5d1044-ea7b-4a8b-a876-90181c857abb.mp4
Fix Hitbox.Ring not transforming
Add SceneObject.RenderLayer
Set appropriate default layers for TextSceneObject, VertexSceneObject
Update Sandbox.System.csproj
Particle path fix
Add common colours because primary colours are the devil
Add Scene.Hitbox.Debug
Add Scene.Gizmo.Position
Fix bbox mins/maxs on construction
Add Ray.ToLocal, Ray.ToWorld
Add Drag Squares
Gizmo cleanup
Start converting PrefabEditor to use Scene library
Fix NRE when unselecting
Prefab editor draws models using Scene.Draw
Gizmo type switching
Add Editor.Application.KeyboardModifiers, Editor.Application.MouseButtons, Editor.Application.IsKeyDown( keycode )
Debug overlay, first person mode
Set up for individual gizmo tests
Rotation gizmo fixes, added camera plane rotation gimzo
Rotation widget
Add MathX.DistanceFromLine
Scene.Push can set hit depth bias