userGarry Newmancancel
branchsbox/gizmos-in-enginecancel

9 Commits over 0 Days - ∞cph!

1 Year Ago
Add Event.Server.Gizmos
1 Year Ago
Entity.Client - I think this is our desired outcome - with less complication
1 Year Ago
Suppress buttons properly when interacting with gizmos https://files.facepunch.com/garry/886588d5-f454-498b-a8eb-c3a076fc5815.mp4
1 Year Ago
Keep gizmo cursor position legit when game doesn't have mouse focus Add Editor.Utility.InspectorObject (usable in game addons) Enable gizmo pressing in game https://files.facepunch.com/garry/2ee9c2e5-4c48-4b2a-94df-343661c7ed7f.mp4
1 Year Ago
Better scopes Hover input https://files.facepunch.com/garry/6b662b66-8ab9-4bc2-84df-372b398e2f35.mp4
1 Year Ago
Separate Gizmo instances for server tick, client tick
1 Year Ago
Remove unused Disposed protect World.DeletePendingObjects SceneCamera.Worlds automatically removes deleted worlds Gizmo.Instance can be disposed
1 Year Ago
EngineGizmoInstance
1 Year Ago
Move gizmos folder to engine Run static constructors in sandbox.engine after bootstrap has initialized, because not everything will be loaded yet Make some gizmo stuff public so it all compiles