3,124 Commits over 1,338 Days - 0.10cph!
Remove unused pvs stuff
Don't delete the whole physics and sceneworld when removing a SceneMap
Remove .vmap extension when trying to load a map
Expose Map.PhysicsGroup, Map.SceneMap
Only do this if we have a shadow controller
Add PhysicsBody.Move - which complies with the ShadowController
vsopen won't open a file unless a file line is specified
Add BaseItemWidget.ItemClicked
Added EditorUtility.Projects.WaitForCompiles()
Fix a bunch of potential issues when deleting a listview during selection callback
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
CodeEditor.OpenFile will look through all the local project's code paths if relative path
Gizmo camera settings, camera smoothing
Allow setting max distance for Model hitbox
Add TreeNode.OnActivated
Add copy/paste/clear to ResourceControlWidget
Gizmo.Instance.FirstPersonCamera returns true if user input
Validity checks when deleting physics shape from a body
Add Gizmo.Hitbox.Model
Fix BBox not serializing to json right
Mark a bunch of stuff as only accessible from the main thread
Add BBoxControlWidget
Expose a few things in SceneCubemap
Add Application.UnscaledCursorPosition
Application.CursorPosition is unrounded, Add Application.DpiScale
First person gizmo view look is smooth on high dpi monitors
Fix yucky nodegraph cursor hacks
Move OpenBelowCursor to PopupWidget
Fix NRE (even though it's handled)
Build the toolbar
Fix TreeView not resolving objects for keyboard movement, open state
Tweak BaseItemWidget drop callbacks so we can handle dropping on edges differently
Fix unit test not initializing Global.Assembly
Fix physicsbody UAF in Trace
I think this completely fixes the event system duplicates
Fixed project settings layout being fucked
Don't change window background color when unfocused
Header bar
Attempt to fix duplicate events in editor (still happening though)
Add Toolbar.Title, .Movable, .Floatable
Should fix exception when opening assets
Whitelist specific attributes in System.ComponentModel.DataAnnotations, avoiding CompareAttribute
TypeLibrary uses dynamicAssembly to determine if dynamic, instead of checking for "package.*"
Add Sandbox.Utility.Parallel
Add Paint.LoadImage
Can put [EditorForAssetType] on a static method
Asset list cleanup
Set up TypeLibrary when initializing unit tests
Angles/Vector3 Json handle null
Add an env var for the engine path
Add Application static global class
Add support for game code to have unit tests
Gizmo Draw Sprite alternative
Gizmo object scope
Gizmo object selection
Add SelectionSystem
BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
Expose ClearFlags
Don't update PanelList if not visible
Throw warning if enum property can't be shown for some reason
Add SourceFile, SourceLine to SerializedProperty
PackageLoader rewrite
* GameMenu games can have a Main method instead of a menu
* Decoupled TypeLibrary and assembly loading
* PackageLoader is responsible for loading packages into a LoadContext
* PackageLoader.Enroller is responsible for enrolling loaded assemblies into TypeLibrary etc
* A PackageLoader can have multiple Enrollers (needed for Editor)
* Round the chunks in Graphics.Draw so when drawing Triangles they don't end up hanging over the chunk boundary
* Add Draw.SolidTriangle
Build client to staging branch
Build server to staging branch
Log stack traces
Handle badly defined GameResource more gracefully
Fix not correctly rebuilding .editor.dll when recompiling dependant game dll
Tools replaces and uses GameMenu PackageLoader/HotloadManager
Add TypeIcon, TypeName, TypeTitle to SerializedObject,
Clean layout separator style
Fix editor sometimes loading base tools package in the wrong order
NavigationMesh available out of game
* Supports runtime generation
* Pathfinding all in c#
* Save/Load navmesh
* Added Triangle struct
Editor folders (#1265)
- A folder named Editor in your game project's code folder will become an Editor project
- Editor projects can access both the editor and the game addon
- Editor projects are not sandboxed
- These access the GameMenu instance - not client or server
- To avoid conflicts, some editor apis changed.
- - Cookies => EditorCookies
- - TypeLibrary => EditorTypeLibrary
- - Event=> EditorEvent
Prefab editor 2 (#1262)
Cleans up prefab editor. Makes it possible to make prefabs without using the entity system.
Validate constructors as part of AccessControl
Fix joining a server being fucked
Fix Camera.Size
Tool scene renders run through unified render path
Strip IAttachmentOverride
Fix attachment lookup using old/unused view
Strip GetPlayerViewSetup() related paths - none of this was working anyway
Restore default_fov
Strip IVModeManager
Remove unused + unneeded Graphics callbacks
Remove IPhysicsWorldEventListener
Render physics debug worlds if enabled
Remove all the player stuff from CViewId, give each camera a CViewId (debatable whether CViewId is needed)
Don't spam "CTextConsoleWin::GetLine: !GetNumberOfConsoleInputEvents"
Fix dedicated server crash
Add dedicated server test to ci workflow
Sandbox check more unmanaged types
I didn't actually delete the debug output