5,158 Commits over 1,583 Days - 0.14cph!
Process assemblies from PackageManager instead of running through ServerContent bullshit
Rename ServerPackages to ServerPackagesStringTable
Delete AddonProvision.Map.cs
We'll find a better solution to this. For now we can consider this a niche issue - the solution to which is opening the map in the editor once.
The best solution is to save the editor addon list in the vpk - but only install them if we can somehow detect that we're a standalone map.
Add LocalProject unit tests
Don't double mount citizen + rust content
Remove symlink debug
LocalProjects add and remove projects on enable/disable
Project test fix
Take RequiredContent from active "server" packages
Delete SearchPath.cs, Content.cs
PackageManager console commands
Add PackageManager.Install + Symlink refcounting
Fix VPK not mounting with new cache system
Fix LUT not working
Add Package.Download, consolidate logic
Add Typelibrary.GetMethodsWithAttribute
Add ThumbnailRenderAttribute
Add IResourceCompilerContext.def
Add Asset.OverrideThumbnail( pixmap )
Prefabs have thumbnails!
https://files.facepunch.com/garry/b3633834-6291-42da-80d3-d51924e0a2fe.png
Move ThumbnailRendererAttribute
Move stereo rendering to GameDebug menu
Add Visualize Scene Objects to GameDebug menu
Added a bunch of debug view options https://files.facepunch.com/garry/6a9d8907-6204-4a78-8856-49eab947739f.png
Prefab adds component after deserializing so variables are set before Activate is called
Prefab Component - default values
Name the new component after its type
Add ModelPhysicsComponent
Add RenderColor to prefab model
https://files.facepunch.com/garry/627ef066-e1dd-4a07-a2ed-5797dae530fe.png
Add SceneCamera.Worlds (for adding multiple worlds)
Plumb renderpipeline so SceneCamera can add its extra worlds
GizmoInstances create and maintain their own SceneWorld
GetPositionOnPlane draw plane when hitbox.debug
Fix position gizmo arrow wrong plane
Package.FetchAsync can skip cache
This reverts commit e04575555373f3d6faca204fe56d705a9aaa95be.
Revert LineEdit change (controls should only signal changes when changed, not when first set)
Change how errors are displayed in project publish
Hide prefab/prefabguid in entitycomponent in inspector
Can drag and drop models/prefabs into the game
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Move cloud model spawning logic to engine
Fix prefab editing https://files.facepunch.com/garry/d7bde31a-1523-4e1d-963e-9c5fc7f0b81b.mp4
Can drag and drop models, cloud models, prefabs into the game view
Add Camera.Size
Add SceneCamera.GetRay
Fix main camera size not being set properly
Pass drag and drop through to server
In tools, when the mouse leaves the game view make it a passive child, so dropping files on it will pass down to Qt and let us do stuff. Restore it back to normal when hovered or console key is pressed.
Add BlockingLoopPumper
Qt Drag and drop is no longer blocking by default - Added Drag.ExecuteBlocking
When pressing the console key in editor, only focus the console if it's already visible
Remove unused
Merge branch 'master' of sbox
Change menu checked style border color back
Move Asset.AssetTags to its own file
Simplify tagpicker
Make checked tags more obvious in the menu
Remove built in default tags
Cleaner tag autogenerated icons
Simplify tag menu code
Fix tags being case sensitive
Fix crash when adding double space to tags
Include all tags in one column, no need to complicate this
Fixed rotation example
Make scale gizmo look normal even if it isn't
Transform.Add uses scale correctly
Tweak Control.Position, Control.Rotation to make more sense
Fix position dragging being wrong when ancestors have transform scale (in maybe the worst way possible)
Add description to tests
Fix line selection test
Rename IMScene to Gizmo
Final cleanup
Disable debug default
Add world's worst scale gizmo to prefabeditor
https://files.facepunch.com/garry/821d4b14-032a-4fd2-99f7-37e1ac18ea7e.mp4
Delete TestWindow.cs
Make scale control work
Removed EventFilter (unused)
Remove nicknamegenerator
Suppress keyboard shortcuts when in firstperson camera mode
Added some extra utility functions to Line
Add Hitbox.LineScope, cleaned up rotation gizmo
Cleanup LineCircle, Rotation widget uses lines
Fix arrow cone stretched
Fix mouse clicks reading even though we're not under the mouse
Support global rotating
Scale tests
Refactor Scene to Gizmo
Move Scene.Color to Scene.Draw.Color
Add global space option
.Position handles global + local space and deals with local object rotation
Extensions to easily set up inputs for editor
Sharable first person control mode
Remove Scene.Offset, add Scene.Scope with no parameters
Better scoping, auto scoping reduces object recreation
Push everything that is scoped into a scope struct
Transform.PointToLocal, PointToWorld obey the transform scale
Gimzo fixed scale
HitboxDebug hitboxes option on Scene Instance
Scale cursor delta by transform scale
Add common scene toolbar
Fix 2d position draggers not handling rotation properly
Add SceneWorld.DeletePendingObjects()
Add BBox.Trace + Tests
Add Sphere.Trace + tests
add proof of concept
Selection tests
Store IHandles in a dictionary, so hotload doesn't look through a 64 million index list of nulls
Switch to global static
Cleaning, pooling
Add Scene.DrawParticles
Add Scene.Draw
Bind CFrustum
Add SceneCamera.ToScreen( world )
Add Scene.Draw.Text
Line rendering https://files.facepunch.com/garry/4db936f7-ebb1-4297-adaf-a2e06e85c0a1.mp4
Add Draw.LineBBox
Fix transform not cascading
Code cleanup
Graphics.Draw will render in chunks of larger than dynamic vertex buffer size
Add Draw.LineSphere
Fix LineSphere
Add LineCircle
Add Draw.SolidCone
Draw.Sprite (placeholder, needs a real shader)
Rotation poc
Moved hitbox code to Scene.Hitbox.*
https://files.facepunch.com/garry/b31bdbf4-23f7-40a2-8f0f-7048314e51fe.mp4
Don't warn about un-precache'd particles
Grid snapping poc https://files.facepunch.com/garry/2e5d1044-ea7b-4a8b-a876-90181c857abb.mp4
Fix Hitbox.Ring not transforming
Add SceneObject.RenderLayer
Set appropriate default layers for TextSceneObject, VertexSceneObject
Update Sandbox.System.csproj
Particle path fix
Add common colours because primary colours are the devil
Add Scene.Hitbox.Debug
Add Scene.Gizmo.Position
Fix bbox mins/maxs on construction
Add Ray.ToLocal, Ray.ToWorld
Add Drag Squares
Gizmo cleanup
Start converting PrefabEditor to use Scene library
Fix NRE when unselecting
Prefab editor draws models using Scene.Draw
Gizmo type switching
Add Editor.Application.KeyboardModifiers, Editor.Application.MouseButtons, Editor.Application.IsKeyDown( keycode )
Debug overlay, first person mode
Set up for individual gizmo tests
Rotation gizmo fixes, added camera plane rotation gimzo
Rotation widget
Add MathX.DistanceFromLine
Scene.Push can set hit depth bias
Add MathX.DistanceFromLine
Scene.Push can set hit depth bias
Set up for individual gizmo tests
Rotation gizmo fixes, added camera plane rotation gimzo
Rotation widget
Add Editor.Application.KeyboardModifiers, Editor.Application.MouseButtons, Editor.Application.IsKeyDown( keycode )
Debug overlay, first person mode
Fix NRE when unselecting
Prefab editor draws models using Scene.Draw