userGarry Newmancancel

18,285 Commits over 3,684 Days - 0.21cph!

7 Months Ago
Change this Info to a Trace
7 Months Ago
further clean up TypeLibrary Enable fast hotload by default
7 Months Ago
Rename PackageLoader2 to PackageLoader Move GameAssemblyManager to clientdll Refactor static GameAssemblyManager to instance NetworkedAssemblyManager ClientDll uses PackageLoader Remove all the now unused junk from TypeLibrary
7 Months Ago
Fix events not removing properly
7 Months Ago
Serverdll uses PackageLoader2, delete PackageLoader
7 Months Ago
MenuDll uses PackageManager2
7 Months Ago
Don't have assembly switch, just add and remove
7 Months Ago
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7 Months Ago
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7 Months Ago
Tools uses enroller
7 Months Ago
switch GameMenu to use enroller
7 Months Ago
Add enroller class
7 Months Ago
small correction to determine if EditorCompiler
7 Months Ago
Latest thirdparty
7 Months Ago
Latest code
7 Months Ago
Build client to staging branch
7 Months Ago
Build server to staging branch
7 Months Ago
Add tests Unit test PackageLoader2 fast hotloading, regular
7 Months Ago
Use Program.cs instead of GameMenu.razor
7 Months Ago
GameMenu games can have a Main method instead of a menu Add PackageLoader2. - Doesn't have TypeLibrary inside - Wraps HotloadManager - Clear separation between loading the assembly and loading into typelibrary etc - only used by Tools + GameMenu right now - I broke fast hotload Round the chunks in Graphics.Draw so when drawing Triangles they don't end up hanging over the chunk boundary Add Draw.SolidTriangle Enable fast hotload again
7 Months Ago
Log stack traces Handle badly defined GameResource more gracefully
7 Months Ago
Add ColliderBoxComponent
7 Months Ago
Fix not correctly rebuilding .editor.dll when recompiling dependant game dll
7 Months Ago
Add SceneTree, GameObject inspector
7 Months Ago
Tools replaces and uses GameMenu PackageLoader/HotloadManager Add TypeIcon, TypeName, TypeTitle to SerializedObject, Clean layout separator style
7 Months Ago
Fix editor sometimes loading base tools package in the wrong order
7 Months Ago
NavigationMesh available out of game * Supports runtime generation * Pathfinding all in c# * Save/Load navmesh * Added Triangle struct
7 Months Ago
NavigationPath is in engine now
7 Months Ago
Add NavigationPath
7 Months Ago
NavigationPath cleanup
7 Months Ago
Tweak navmesh generation params that I don't understand
7 Months Ago
Cleaning
7 Months Ago
Add NavigationMesh.Node.Triangles/ClosestPoint/Distance
7 Months Ago
Add NavigationPath
7 Months Ago
Triangle math Create TriangleTest.cs More connection setup
7 Months Ago
Draw navmesh connections
7 Months Ago
Navmesh connections in c#
7 Months Ago
Start feeding NavArea to managed
7 Months Ago
Editor folder NavigationMesh, right click to regenerate
7 Months Ago
Navmesh generation
7 Months Ago
generation stub Save/Load Rename to NavigationMesh to avoid conflict Draw the navmesh using Gizmo.Draw
7 Months Ago
navlib in engine2 Mixed mode navmesh base
7 Months Ago
Blacklist Cpobj
7 Months Ago
Editor folders (#1265) - A folder named Editor in your game project's code folder will become an Editor project - Editor projects can access both the editor and the game addon - Editor projects are not sandboxed - These access the GameMenu instance - not client or server - To avoid conflicts, some editor apis changed. - - Cookies => EditorCookies - - TypeLibrary => EditorTypeLibrary - - Event=> EditorEvent
7 Months Ago
Use GameMenu Resource library if inside Tools context
7 Months Ago
Lets make this all easier on everyone by allowing only one Editor folder
7 Months Ago
Don't bother loading menu addon into tools
7 Months Ago
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7 Months Ago
Switch TypeLibrary to EditorTypeLibrary Init Sandbox.Client last so it gets all appropriate the callbacks
7 Months Ago
Test fix