branchsbox/hackweek-imscenecancel
38 Commits over 28 Days - 0.06cph!
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
Start converting PrefabEditor to use Scene library
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
Add SceneObject.RenderLayer
Set appropriate default layers for TextSceneObject, VertexSceneObject
Update Sandbox.System.csproj
Particle path fix
Fix Hitbox.Ring not transforming
Don't warn about un-precache'd particles
Grid snapping poc https://files.facepunch.com/garry/2e5d1044-ea7b-4a8b-a876-90181c857abb.mp4
Rotation poc
Moved hitbox code to Scene.Hitbox.*
https://files.facepunch.com/garry/b31bdbf4-23f7-40a2-8f0f-7048314e51fe.mp4
Draw.Sprite (placeholder, needs a real shader)
Add LineCircle
Add Draw.SolidCone
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
Line rendering https://files.facepunch.com/garry/4db936f7-ebb1-4297-adaf-a2e06e85c0a1.mp4
Add Scene.Draw
Bind CFrustum
Add SceneCamera.ToScreen( world )
Add Scene.Draw.Text
Switch to global static
Cleaning, pooling
Add Scene.DrawParticles
Selection tests
Store IHandles in a dictionary, so hotload doesn't look through a 64 million index list of nulls
Add SceneWorld.DeletePendingObjects()
Add BBox.Trace + Tests
Add Sphere.Trace + tests
add proof of concept