branchsbox/entity_prefabcancel
41 Commits over 31 Days - 0.06cph!
Add Inspector with an Open In Editor button to avoid confusion
Take Prefab and PrefabGuid from IComponent
Hide Entity.Prefab, PrefabRoot, PrefabGuid
Rename `EntityPrefab` to `Prefab`
Make new Entity.CreateByName with constructor internal
Fix "prefab" to "entity"
change `[Prefab.Class]` to `[Prefab]`
Component type popup selector
Fix TreeView invalidation
Remove debug text
Fix clothing icon preview
Post process when compiling, register dependant resources
Revert risky changes to how we json serialize Resources
Remove debug
Moved GameResource compiler to C#, cleaned up how we load Json from GameResource assets, saves GameResource files are just json instead of keyvalues
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Model preview, entity positions
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Fix backwards compatibilty
Support Entity Tags
Added SceneObject Model setter
Transform.ToWorld & ToLocal use Scale, added tests
Transform.ToWorld/ToLocal takes scale into account when transforming position
Indicate save status
Entity copy/paste
Fix wrong name in def file
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic
Fix entity guids not serializing
Debounce the change function
Add Entity.Prefab, PrefabRoot,, PrefabGuid
Add extensions
Fix regular c++ tools not opening
Fix treeview selection stopping short
Clean up entity node
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
Don't create these unless we need them
Only return valid sceneobjects
Keep tree in sync with the scene
Highlight renderer
Add some api comments on tracing
Add TypeDescription.HasAttribute
Classes that can be used as prefabs need to be marked with an attribute
Can add/remove components
Component spawning/updating in game
Can select by clicking in the sceneview
Set up scene object tracing ready to be filtered by tags
Add SceneCamera.GetRay
Better selection highlighting
Allow AnimatedEntity in prefabs
Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg
Support tags in scene world tracing
Let us control when entity spawn queue is run from c# (internally)
Move name, position, rotation, scale, tags into Keys
Make keys a dictionary
Add PrefabLibrary
Convert TraceResult fields to properties
SceneSunLight inits shadow cascades to sensible defaults
Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance
Increase sun shadow max cascades from 2 to 4
Use SceneSunLight
Remove debug
Add LineEdit.ForwardNavigationEvents
Better entity selector
Add Model.Bones
Show bones in prefab editor tree
Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason
Improve flexibility of drag and drop system in editor
BaseItemWidget, TreeView, TreeNode support drag and drop
Rename all the Drag Drop events to start with OnDrag
Can drag drop entity nodes to reparent
Fix paint should no longer be called spam
Add TreeNode.Parent
Can't drag entity node onto its own descendant
Fixed FloatProperty slider not working if textarea focused
Remove line edit precision changing when focused (this is horrible ux)
Refresh entity node when model changes
Bones in the tree is bad, lets not repeat that mistake
Move SelectionWindow to own file
Can delete nodes using delete key
Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
PrefabLibrary update to _attachment and bonemerge support
Clean up SelectionDialog + move to tool base
Select current entity / bone in entity/bone dialog
Initialize SceneCamera with a field of view
Don't return infinity from SphereCameraDistance
Lerp auto camera distance
Fix bones/cloth going crazy when switching models on SceneObject
UndoSystem
Implement undo system
Fix bones/cloth going crazy when switching models on SceneObject
UndoSystem
Implement undo system
Clean up SelectionDialog + move to tool base
Select current entity / bone in entity/bone dialog
Initialize SceneCamera with a field of view
Don't return infinity from SphereCameraDistance
Lerp auto camera distance
PrefabLibrary update to _attachment and bonemerge support
Refresh entity node when model changes
Bones in the tree is bad, lets not repeat that mistake
Move SelectionWindow to own file
Can delete nodes using delete key
Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
Fix paint should no longer be called spam
Add TreeNode.Parent
Can't drag entity node onto its own descendant
Fixed FloatProperty slider not working if textarea focused
Remove line edit precision changing when focused (this is horrible ux)
Rename all the Drag Drop events to start with OnDrag
Can drag drop entity nodes to reparent
Improve flexibility of drag and drop system in editor
BaseItemWidget, TreeView, TreeNode support drag and drop
Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason
Add Model.Bones
Show bones in prefab editor tree
Add LineEdit.ForwardNavigationEvents
Better entity selector
Convert TraceResult fields to properties
SceneSunLight inits shadow cascades to sensible defaults
Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance
Increase sun shadow max cascades from 2 to 4
Use SceneSunLight
Remove debug
Let us control when entity spawn queue is run from c# (internally)
Move name, position, rotation, scale, tags into Keys
Make keys a dictionary
Add PrefabLibrary
Add SceneCamera.GetRay
Better selection highlighting
Allow AnimatedEntity in prefabs
Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg
Can select by clicking in the sceneview
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Model preview, entity positions
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Fix backwards compatibilty
Support Entity Tags
Added SceneObject Model setter
Transform.ToWorld & ToLocal use Scale, added tests
Transform.ToWorld/ToLocal takes scale into account when transforming position
Indicate save status
Entity copy/paste
Fix wrong name in def file
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic
Fix entity guids not serializing
Debounce the change function
Add Entity.Prefab, PrefabRoot,, PrefabGuid
Add extensions
Fix regular c++ tools not opening
Fix treeview selection stopping short
Clean up entity node
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
Don't create these unless we need them
Only return valid sceneobjects
Keep tree in sync with the scene
Highlight renderer
Add some api comments on tracing
Add TypeDescription.HasAttribute
Classes that can be used as prefabs need to be marked with an attribute
Can add/remove components
Component spawning/updating in game
Component spawning/updating in game
Can add/remove components
Add TypeDescription.HasAttribute
Classes that can be used as prefabs need to be marked with an attribute
Only return valid sceneobjects
Keep tree in sync with the scene
Don't create these unless we need them
Fix regular c++ tools not opening
Fix treeview selection stopping short
Clean up entity node
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic
Fix entity guids not serializing
Debounce the change function
Add Entity.Prefab, PrefabRoot,, PrefabGuid
Add extensions
Entity copy/paste
Fix wrong name in def file
Added SceneObject Model setter
Transform.ToWorld & ToLocal use Scale, added tests
Transform.ToWorld/ToLocal takes scale into account when transforming position
Indicate save status
Fix backwards compatibilty
Support Entity Tags
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Model preview, entity positions
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Model preview, entity positions
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor