userGarry Newmancancel
branchsbox/entity_prefabcancel

41 Commits over 31 Days - 0.06cph!

1 Year Ago
Add Inspector with an Open In Editor button to avoid confusion
1 Year Ago
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]`
1 Year Ago
Component type popup selector
1 Year Ago
Fix TreeView invalidation Remove debug text Fix clothing icon preview
1 Year Ago
Post process when compiling, register dependant resources
1 Year Ago
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
1 Year Ago
Fix compile error
1 Year Ago
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
1 Year Ago
Fix bones/cloth going crazy when switching models on SceneObject UndoSystem Implement undo system
1 Year Ago
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
1 Year Ago
PrefabLibrary update to _attachment and bonemerge support
1 Year Ago
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
1 Year Ago
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)
1 Year Ago
Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent
1 Year Ago
Improve flexibility of drag and drop system in editor BaseItemWidget, TreeView, TreeNode support drag and drop
1 Year Ago
Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason
1 Year Ago
Add Model.Bones Show bones in prefab editor tree
1 Year Ago
Add LineEdit.ForwardNavigationEvents Better entity selector
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Add SceneCamera.GetRay Better selection highlighting Allow AnimatedEntity in prefabs Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg
1 Year Ago
Can select by clicking in the sceneview
1 Year Ago
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
1 Year Ago
Component spawning/updating in game
1 Year Ago
Can add/remove components
1 Year Ago
Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute
1 Year Ago
Highlight renderer
1 Year Ago
Only return valid sceneobjects Keep tree in sync with the scene
1 Year Ago
Don't create these unless we need them
1 Year Ago
Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node
1 Year Ago
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
1 Year Ago
Entity copy/paste Fix wrong name in def file
1 Year Ago
Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status
1 Year Ago
Fix backwards compatibilty Support Entity Tags
1 Year Ago
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
1 Year Ago
Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects
1 Year Ago
Model preview, entity positions
1 Year Ago
Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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