3,634 Commits over 1,583 Days - 0.10cph!
Add EditorTool.Trace, EditorTool.MeshTrace
CameraComponentTool has a lookat picker
SceneOverlayWidget: move children with the edge on resize
Camera preview is dpi aware
Component EditorTool foundation (Camera Preview)
Refactor [Tool] into [EditorApp], to differentiate from [EditorTool]
Fix gizmos not drawing in game
Add WidgetWindow.InnerRect
Fixed double time (sorry!)
Add Task.Frame, Task.FrameEnd, Task.FixedUpdate
Asset Browser: bail async task when not valid
SetPenEmpty becomes ClearPen, SetBrushEmpty becomes ClearBrush
Pen tweaks
Adjust dragging speed to range (if a float has one) in FloatControlWidget - this makes dragging 0-1 floats a lot more comfortable
Fix EnumControlWidget not opening when in a popup
Add some extra Paint helper functions
Stop trying to be clever in PopupWidget
Run tasks in a scene scope
Make the mixgraph as simple as it can be
Strip out Context.Client
Protect GameObjectDirectory a bit
Update ScreenPanel's properties on awake instead of waiting for the next update
Clamp the RootPanel's scale to avoid problems
Name the threads properly
Fix warnings when compiling in release mode
When loading a project for the first time, try to load startup scene, failing that try to load any scene
SceneWorld doesn't need DetermineContext anymore
Remove DetermineContext usage from Input.Vr
Remove DetermineContext from stats
Remove Context.Server
Fix a warning
Fix warnings
Build server runs with TreatWarningsAsErrors
Tweaked project changing logic, so we wait until the project is loaded before switching to it
Fix NRE's when playing video
3d sound falloff tweaks (obey volume more)
Fixed SoundOverride being applied on SoundPoint - even though it's not enabled
Fixed UI sounds being loud for one frame
Fix GridLayout returning negative firstindex
Fix panel tree not selecting a panel
Skip building panel inspector if panel is null
Fix StyleEditor not rebuilding
Create modals on the overlay
Fixed codegen wrapped properties not copying the initializer to the backing field
Fixed style errors due to missing sounds
Can play sound events by name, like before
CubicBeizer to CubicBezier
Fix some sound errors
SoundSystem Takeover (#1425)
Strip unused (and broken) voicetrace stuff
Fix missing soundsystem_lowlevel
Remove unused projects
Soundsystem defs to engine2
Move soundsystem inside engine2 (delete Interop.SoundSystem.cs when your compile fails!)
Remove unused soundstack stuff
Remove unused tools
remove unused tool keybinds
Add Vector3.WithAcceleration, Vector3.WithFriction
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
Hitboxes update when gameobject tags change
Protocol++
Sphere cleanup
Plane cleanup, Frustum cleanup
Rename Editor.CheckBox to Editor.Checkbox
Remove Mesh.SetBounds
Make Line.a + b private
Mark a bunch of Vector3 parameters in
Remove Label.SetText
Lets obsolete one of the BBox constructors, because if we just delete it all the code using it will just implicitly use the other one - so it'll all be wrong
SkinnedModelRenderer plays sound events
Add Sphere trace that doesn't return distance
In example tool, batch all the traces
Only do BuildGizmoDetails if components changed
ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes
Special scene selection for Model based components, because it's stupid to not do it this way
Add Widget.AlignToParent
Add EditorTool.AddOverlay
Add Scene.Trace.IncludeRenderMeshes
Add Gizmo.IsLeftMouseDown
Update ExampleEditorTool
Added EditorTool.AllowGameObjectSelection
Expose Widget.WindowFlags
Add WidgetWindow
Add SceneOverlayWidget system
Add WIP example EditorTool
More difference between hovered and unhovered gizmo controls
HeaderBar supports LeftCenter, RightCenter
Add Editor.Shortcut class
Move editortool mode to headerbar
Depth bias the position/scale gizmos
Set the transform after creating a sceneobject - because non uniform scale doesn't get applied via the create method yet
Add EditorTool
Add Gizmo.IsCtrlPressed etc
Add Gizmo.Snap( vector )
Add Gizmo.Settings.SnapToGrid
SceneToolbar has grid snapping
PositionEditorTool supports grid snapping and shift drag to duplicate
Fix panel transition timing
Add Vector3.Inverse
Transform.NormalToLocal, PointToLocal, NormalToWorld use non uniform scale properly
Hitbox converts ray to local properly when picking bbox and models
Setting GameObject.Parent = null is the same as GameObject.Parent = GameObject.Scene (fixes sbox-issues/issues/4225)
Add alias to CitizenAnimationHelper for backwards compatibility
Rename the rest of the colliders, make gizmo drawing consistent
Add CitizenAnimationHelper component to base addon
ColliderSphereComponent is SphereCollider , has Center, Sphere gizmo keeps uniform scale which represents the actual collider
Add Scene.SharedTick
Order ComponentSheet by file and line
Fix componentsheet spacing inconsistencies
Add BBox.Extents
ColliderBoxComponent becomes BoxCollider, has Center property
Rigidbody Colliders get rebuilt when scale changes too
Tick NetworkSystemManager from GameMenu, so Time.Now is scoped and we can process everything before the first render
Network heartbeats keep scene time in sync
Throw a more useful exception when RPC call fails
ObjectUpdateMsg sends server time