3,548 Commits over 1,522 Days - 0.10cph!
GameResources can load private properties marked with [JsonInclude]
Add GameResource.GetReferencedPackages()
When saving a GameResource, also save a list of packages that were referenced
FixResourceNames is unsued
Trace startpos fix
Fix capsule trace StartPos
Can get physics hull edges (for debug renderering)
Can get triangles from physics mesh
Add some faster line drawing functions to gizmo
Start exposing CPhysAggregareData
PhysicsGroupDescription can get a list of parts, and their parts
Add Gizmo.Draw.LineCylinder (sucks)
Add BodyPart.Transform
PhysicsTrace supports Capsule trace
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
PhysicsTrace.EndPoint fix
Fix MeshTrace result not returning good defaults
EndPosition is now the hit position if hit, non hits have endposition and distance set
Delete the sceneobject RayTraceObject straigt away
Don't remove an event instance - even if it's throwing errors
Event system unregister (#1291)
* Rewrite event system to lift and sweep
* Enroller calls unregister before hotload, register afterwards
Add PhysicsCallback class
Add PhysicsShape.IsTrigger
Handle IsTrigger in collisionfilter
CollisionEvent callback stub
implement > < operator overloads in TimeSince/TimeUntil
Move vphysics into engine2
Add SerializedObject.OnPropertyChanged callback
Add BBox,FromBoxes, BBox.FromPoints
Don't run Program.Main if package is local. The assumption is that they'll be using scene view so that's controlled by the editor.
Allow provide message with Assert.NotNull, IsNull
Ignore sln, lutconfig, lutignore when publishing
When can't find active package, print a list of packages that it can find
Ignore unittest folder when publishing
Lets not have a games folder in the sln anymore
Lets put the sln in the active game folder
TypeLibrary ignores Delegate types
Add rotational vector getters to Transform
Add additional aspect ratios
TreeView/TreeNode speedup
Don't render NativeRenderingWidget if it's not visible
Give nice warning when calling AssetSystem.CreateResource with invalid extension
Allow overriding some of the SceneMapLoader functions
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