5,151 Commits over 1,583 Days - 0.14cph!
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Add SceneModel.AnimationGraph
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Add CurveControlWidget
Add SceneCamera.Bloom
Turns out none of this stuff was needed because I'd already coded it
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it
Be a bit more accurate with Rotation equality
Add SceneCamera.EnableUserInferface
Add SceneCamera.OnRenderOverlay
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
Extended info in editor startup when waiting for account information
Skip null children in TreeNode list
Rotation Gizmo should return false if not rotated
Add Material.GetTexture( name ) (gets the texture by shader variable name)
Fix TypeDescription.Init exceptions
Remove unused on ManagedTools
Send an "game.loaded" event to tools when the game has loaded
Cleanup
Change SceneCamera.VolumetricFog to a property
Update VolumetricFog automatically, before render
Remove GetMainCameraVolumetricFog (unused)
Fixed missing asset type icons
Scale WebWidget by dpi scale
Remove now obsolete tests
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Fix error when dragging asset into its own folder
Gizmo Sprite shader
Customised gizmo line shader
Don't try to set property in PropertyDescription if it doesn't have a setter
Maybe this will fix the matrix menu
GameResources can load private properties marked with [JsonInclude]
Add GameResource.GetReferencedPackages()
When saving a GameResource, also save a list of packages that were referenced
FixResourceNames is unsued
Trace startpos fix
Fix capsule trace StartPos
Can get physics hull edges (for debug renderering)
Can get triangles from physics mesh
Add some faster line drawing functions to gizmo
Start exposing CPhysAggregareData
PhysicsGroupDescription can get a list of parts, and their parts
Add Gizmo.Draw.LineCylinder (sucks)
Add BodyPart.Transform
PhysicsTrace supports Capsule trace
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
PhysicsTrace.EndPoint fix
Fix MeshTrace result not returning good defaults
EndPosition is now the hit position if hit, non hits have endposition and distance set
Delete the sceneobject RayTraceObject straigt away
Don't remove an event instance - even if it's throwing errors
Event system unregister (#1291)
* Rewrite event system to lift and sweep
* Enroller calls unregister before hotload, register afterwards
Enroller calls unregister before hotload, register afterwards
Rewrite event system to lift and sweep
Add PhysicsCallback class
Add PhysicsShape.IsTrigger
Handle IsTrigger in collisionfilter
CollisionEvent callback stub
implement > < operator overloads in TimeSince/TimeUntil
Move vphysics into engine2
Add SerializedObject.OnPropertyChanged callback
Add BBox,FromBoxes, BBox.FromPoints
Don't run Program.Main if package is local. The assumption is that they'll be using scene view so that's controlled by the editor.
Allow provide message with Assert.NotNull, IsNull
Ignore sln, lutconfig, lutignore when publishing
When can't find active package, print a list of packages that it can find
Ignore unittest folder when publishing