Add jsoncpp so we can read/write json properly without fucking around with kv3
Add CMapGameObject map node with managed counter part that wraps a GameObject
Hammer world's Scene uses HammerSceneEditorSession
Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
More explicit HammerEvents
Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
And the managed side
Serialize/deserialize CMapGameObject
CMapGameObject::GeneratesEntityModelGeometry()
Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader
Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up)
Tie Meshes to GameObject button
Implement CMapGameObject::Copy
CMapGameObject overrides child selection
Sync native transforms to managed
Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it
CMapGameObject's that generate model geometry are ignored by physicsbuilder
TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1
Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner
Add MapSourceLocation, fix editing action graphs in .vmap files
Check for MapSourceLocation in ActionGraphView
Open source map when inspecting graph from .vmap
Parent action graph editor to hammer window if editing map graph
Fix action graphs from maps not caching correctly
Only OpenContainingResource if not already open
Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject
DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
QOutliner: Remove hidden entity list
QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
[~] ModelRenderer don't default to box if Model is null
InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c
MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)