5,150 Commits over 1,583 Days - 0.14cph!
Framing a GameObject switches to SceneView
Add GameObjectFlags.Deserializing when deserializing
Fix performance hit by setting SceneObject properties unnecessarily
Only draw envmap bbox when selected
Scene.GetAllComponents<T> can find interfaces
Use GetAllComponents where we were doing recursive ActiveScene.Components.GetAll
Removed SceneObject.Angles (Rotation works exactly the same)
Don't render game view when not visible (fixed)
Add InitializeFromLegacy for SkyBox2D
Add InitializeFromLegacy for VolumetricFogVolume
Add InitializeFromLegacy for EnvmapProbe
Handle env_combined_light_probe_volume
Guard unnessecary transform change in managed instead of native
Smaller PackageCard
Add Maps List
Fix hitbox GameObject weirdness
Don't trim Label content
Add Button.Disabled
Delete FormGroup.razor
Clean CreateGameModal (refactoring to Launcher)
Add Launcher to project Launch mode
Move UpdateAmbientOcclusionProxy from SceneObject_PostFlagsUpdate, was causing asserts
Don't change SceneObject transform if it didn't change
Don't render GameView when it's not visible (in editor)
Put CubemapFog and Tonemapping in Post Processing category
Menu close the game properly
Add Game.Close() - properly clears launch params
Only mount projects in editor mode
Fix not always finding the map from a map package
Fix StartupResources being filled with duplicates
Show Launch With Map.. option
Use map launch startup scene
MenuPanel.Open oipens in the right place
Start using webpanel for modals
Game doesn't try to put cursor into UI mode if the game isn't playing
Update SceneCamera from Component as part of the render
Fix map loading stripping off path
Reduce shader compile spam (add -robot)
MapCollider's physics body will resolve to component
Fix NRE in scene trace filter
Add GameObject.IsRoot, GameObject.Root
Simulate UI in main tick, rather than during output
Game project can set MapStartupScene
Add MapInstance.OnMapLoaded
Don't close previous map until new one is downloaded and ready
Add Scene.Directory.FindByName
GameObject flags for "loading" and "error"
Add Range to some post processing
Show load/error status in GameObject tree
Don't tick everything when the scene is loading
Fix map loading extension weirdness
Fix UpdateCamera getting called by every GameObject in the scene
Build cubemaps for active scenes in both game and tools
Add SceneCubemap.IsRendering
Try to wait when loading map until cubemaps are rendered
Remove unused
UpdateObjectsForRendering doesn't take a frustum
Don't print building cube maps
Call UpdateObjectsForRendering after loading a map
Fix map scene objects not loading
MapInstance unloads the map when disabled, loads when enabled, changes map when map name changes
Add global static LaunchArguments class
Fix Api timeout
Fix ignore tracing not ignoring hitbox objects sbox-issues/issues/4347
Don't re-render camera tool window if it's not visible
Add SceneCamera.DebugMode
PropertyAttribute can target fields
BoolControlWidget reads [Icon] attributes
Create SceneOverlayWidget .cs
Add Gizmo.Settings.RenderMode
new Widget() doesn't need a parent
Debug rendermode dropdown for scene view
Stop floatslider being editable when ReadOnly
Add ReadOnly attribute, DisplayInfo and TypeLibrary uses it
Fix editor Pen color not always setting (fixes sbox-issues/issues/4342)
Rebuild MultiSerializedObject after all objects are added, rather than inbetween adding each one
Shouldn't need to rebuild here, selection hash will do it
Don't try to scrollto, or expand treeview when selecting multiple objects
Don't create Component Tools when multi-selecting, it's never going to be wanted
PhysicsLockControlWidget supports multi edit
ModelPhysics can specify PhysicsLock mode
Fix errors when launching in content mode
Add Scene/New Scene
Should fix hitboxes not ignoring properly in traces
Tweak PhysicsLock so the Pitch/Yaw/Roll are proper order
Fix component error when deleting all components while iterating
Trace filters apply to hitboxes too
Fixed missed angular rotation lock
Fix PhysicsLockControlWidget squashing
Add linear/angular lock to izabu (might be other places we need to lock velocities)
Add locks to IPhysicsBody
Add PhysicsBody.Locking
Add RigidBody.Locking
Add PhysicsLockControlWidget
More locking
ControlWidget cleanup
Add PanelComponent.OnTreeFirstBuilt, OnTreeBuilt (fixes sbox-issues/issues/4271)
Fix transform non uniform scale bugs
Fix NRE in editor selection
Clarify IsDescendant in GameObject
Add SceneTrace.IgnoreGameObject, SceneTrace.IgnoreGameObjectHierarchy
Fix sometimes not showing any errors
Optimize WildcardMatch
Reduce project publish time from 8 minutes to 2ms
Fix test to use new behaviour
If CompileGroup doesn't need compiling, return previous build status rather than pretending everything is okay
Don't close StartScreen until game switch is successful
Add Label.TextSelectable
Don't load project if it didn't compile
Add EditorUtility.DisplayDialog
Show a dialog when trying to launch a project with errors
Remove null panels
Panel RenderOrder takes SublingIndex into account, which prevents them from jumping around
Remove unused panels
Loading a game looks for "LaunchMode" meta in package before automatically trying to join a lobby
Delete InputControl.cs
Add MenuPanel
Right clicking a package card shows menu
Fix NRE in PackageModal
Add LaunchMode option in game settings
Launchmode check is case insensitive
CodeGenerator adds [Description] attributes to enum members
EnumDescription contains Title, Icon, Description
EnumControlWidget shows descriptions and icons
Add icons and descriptions for some enums
LaunchMode icons
Change SkinnedModelRenderer.GetBoneTransform to TryGetBoneTransform, so we can always be aware that the bones might not be available yet and handle appropriately
Fixes ragdoll scene
Remove GlobalLobby
Strip out GameLobby
Add EditorTool.Trace, EditorTool.MeshTrace
CameraComponentTool has a lookat picker