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4,700 Commits over 1,399 Days - 0.14cph!

27 Days Ago
Don't think ControlWidget if it's not visible Add Style.HasBorder ComponentEditorWidget default size mode Margin.GetEdges optimizationj Add Paint.SetFont, Paint.Rect (from Styles) Add EditorUtility.Projects.ResolveCompiler( assembly ) TabWidget has a no text mode, icons only Add experimental StyleWidget Add custom inspector for Particle Effect
28 Days Ago
Moved asset.party to sbox.game
30 Days Ago
Update to steam sdk 1.60 Make game focus when playing in editor consistent, instead of having to click on it sometimes
30 Days Ago
Push scene scope when setting up camera, fixes sbox-issues/issues/5730
30 Days Ago
Fix warning
30 Days Ago
Live lobby list
30 Days Ago
GameObjectFlags.DontDestroyOnLoad works Session hash is a guid Benchmark service Remove debug Benchmark api input
35 Days Ago
SkinnedModelRenderer - add string based bone getters Fix GetPlayerStats caching wrong LocalFileSystem cleanup
36 Days Ago
Fix NRE
36 Days Ago
Add Application.HoveredWidget Hide EngineOverlay if the game isn't visible Fix SceneViewport hasmouseinput logic
36 Days Ago
Add Transform.ForwardRay Fix editor not finding resources in libraries Add GameObject.Clone( prefabPath ) Add copy/paste by right clicking property labels Can set animgraph bool params using numbers GameEditorSession stores the session that spawned it Add SceneEditorSession.Resolve, GetParentSession Can right click properties in game session and apply their tweaked values to editor session
37 Days Ago
Increase/Decrease grid size shortcuts were the wrong way around Add grid axis selection in perspective viewport Shutdown Tools properly on launcher exit Add Close On Launch option to launcher fix debug compile Simplify how RecentScenes works Load editor MRU and tags after all assets have been imported Move Scene.Save to EditorSession.Save, update scene name/path on saveas, record asset as opened Loading a prefab in editor loads the cloud assets
37 Days Ago
Fix NRE when setting border size to a %
38 Days Ago
Yoga3 * Latest version (fixes, additions) * No longer relies on thirdparty facebook.yoga.dll * Uses our interop system (faster) * Much cleaner implementation
38 Days Ago
Remove yoga from vpc groups
38 Days Ago
Update to yoga 3, embed in engine vpc fixes Remove Facebook.Yoga Convert style setters Bug fixes Add tests It's important to yoga to be fp:precise because it uses nan Measure functions Restore to previous defaults Fix package card style (now position: absolute is fixed) Consolidate enums Support for `align-content: space-evenly`
38 Days Ago
Consolidate enums Support for `align-content: space-evenly`
38 Days Ago
Measure functions Restore to previous defaults Fix package card style (now position: absolute is fixed)
38 Days Ago
Add tests It's important to yoga to be fp:precise because it uses nan
38 Days Ago
Bug fixes
38 Days Ago
Update to yoga 3, embed in engine vpc fixes Remove Facebook.Yoga Convert style setters
38 Days Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks Use correct gizmo settings for dragdrop Use correct plane for 2d view drag drop Prevent map cookie from overriding 2d viewmode rotation Draw grid on top in 2d views Merge branch 'master' into hackweek-multi-scene-view Add Widget.GetAncestor<T> Move Grid, Scene toolbars to header bar, remove SceneViewToolbar Fix warnings HeaderBar switch layout Tweak viewport menu, so you can see the checkboxes Merge pull request #1582 from Facepunch/hackweek-multi-scene-view Multi-viewport and Ortho Scene views
39 Days Ago
HeaderBar switch layout Tweak viewport menu, so you can see the checkboxes
39 Days Ago
Fix warnings
39 Days Ago
Add Widget.GetAncestor<T> Move Grid, Scene toolbars to header bar, remove SceneViewToolbar
39 Days Ago
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42 Days Ago
Add BBox + Sphere GetVolume() Call AudioProcessor.OnDestroy properly Make DspProcessor public Store and restore Mixer config when playing game in editor Update Processors in mixer UI to show enabled status catch and report exceptions when disposing GameObjectSystems Dsp tweaks
43 Days Ago
Make Gizmo.Control.BoundingBox much more visually simple Json Serialize Sphere properly (!) Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo This reverts
43 Days Ago
Expose Sphere Add ControlSheet.CreateLabel( SerializedProperty property ) Add [InlineEditor], which will make structs editable inline when applied to a property
43 Days Ago
Add Editor.FileSystem.Config Add string.GetFilenameSafe() Layouts are stored in game/config/editor/layout/ Add/Update default layout
44 Days Ago
Add a small cache on Timings.Get Extra checks in ByteStream Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
44 Days Ago
Fixed prefab scene bullshit Fixes sbox-issues/issues/5636 Fixes sbox-issues/issues/5635
44 Days Ago
Fix bytestream overflows (and add test) Make a bunch of stuff sealed
44 Days Ago
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
44 Days Ago
Restore conversion from .object to .prefab Fix NRE in SceneWidget when scene is deleted Fix PrefabScene placeholder loading whole scene
44 Days Ago
Scenes free their SceneWorld/PhysicsWorld/GizmoInstance on close/destroy/finalize
44 Days Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting Fix ControlSheet stretching horizontally Store variables in the prefab's RootObject, makes most sense Variable star opens a menu instead PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png Fix prefab changes not updating after save UI tweaks Remove Scene.Save - way too confusing Merge pull request #1603 from Facepunch/prefab-variables Prefab Variables
44 Days Ago
Remove Scene.Save - way too confusing
44 Days Ago
Fix prefab changes not updating after save UI tweaks
44 Days Ago
PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png
45 Days Ago
Variable star opens a menu instead
45 Days Ago
Store variables in the prefab's RootObject, makes most sense
45 Days Ago
Fix ControlSheet stretching horizontally
45 Days Ago
Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting
46 Days Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end
47 Days Ago
Fixed scene selection not updating when switching active scene
47 Days Ago
Scene tab fixes - Fix scene tabs being invisible when restoring layout - Save/restore scene tab position in window state - Place new scene tabs with existing scene tab when possible
49 Days Ago
Fixed ability to create an infinite destroy loop in QObject ToolWindowManager: don't delete a window if we're removing it as a result of it being deleted Add TypeLibrary.Create<T> that accepts args Add GizmoInstance.Clear Add DockManager.RaiseDock( Widget ) Move ShowCloseDialog to SceneEditorSession (it makes no sense on GameEditorSession) EditorMainWindow exists during startup, but made visible after startup Add Scene.Editor.FrameTo (replaces hacky "scene.frame" event) that doesn't work with multiple active scene sessions) Make SceneEditorSession.Tick a member Make SceneEditorSession .UpdateEditorTitle non static Create a SceneDock for each open scene Give playing scene tab a proper name Add SceneEditorSession.BringToFront() Don't try to save tool widget windows that have no name Hide GameEditorSession + PrefabEditorSession , (its confusing people), refactor, document Clean SceneViewWidget a bit Use a different icon for prefab scenes
49 Days Ago
Add Gizmo.CursorMoveDelta , CursorDragDelta If we move the mouse while pressing a GameObject, clear it as pressed Move ObjectEditorTool to its own folder, to highlight that it's self contained Feed ToolManager to current SceneCamera when updating GameObject.GetBounds() returns a 1x1x1 square on the transform if no ModelRenderer's are found Add Gizmo.Draw.ScreenRect Cache ControlWidget type lookup Add GameObject.HasGimzoHandle (this is gonna change at some point) Get rid of this EntityPrefabEditor namespace Add Rect.FromPoints Add Frustum.FromCorners Add SceneCamera.GetFrustum( rect ) Refactor Gizmo.Pressed Move object selection to EditorTool Remove Scene.HasUnsavedChanges
51 Days Ago
Open editor undo system up, debug dock Delete SceneWorld objects when processing scene deletes Components/GameObjects start disabled when creating, to avoid enable and quickly disable Fix possible NRE when deleting camera Call SceneWorld.DeletePendingObjects when clearing scene Add Scene.Editor (ISceneEditorSession), allows game to talk to the EditorSession (gizmos etc) Also make selection its own undo system - don't need to save the scene on every click Fix undo system's snapshot system not complying with other undo actions