1 Year Ago
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