3,547 Commits over 1,522 Days - 0.10cph!
Fix hardcoded refs path 🤦♂️
Add TargetFramework attribute to compiles
Add ref dlls for compile
Compiler uses ref dlls
Skip auto-referencing base addon if referencing a gamemode
Rebase fixes
Lock call to SetNeedsPreLayout in thread to see if this is what's causing amd stuff
Re-organize boostrap to init editor addons before showing the window
Ignore some other folders in NetworkAssetList
Don't include local packages in server required content
Fix not removing local packages when disabled
Add CitizenAnimationHelper.MoveStyle
Add System.Diagnostics.UnreachableException to whitelist
When client joining server - prioritize remote packages
Fix not updating layout on screen scale changes
Remove Panel.SetNeedsFinalLayout
Remove PanelStyle.sortedRules, no need to reverse AllStyleSheets
Build style rules in parallel (prevent ui hitching)
HashSet benchmarks
Tools always load local packages on active
Fix loading addons in tools registering their events + cleanup Hammer package integration
Give a warning when hotloading asset but couldn't load json
Fix exception when reporting exception in event.run
Report and skip when failed to install a local package
Wrap initial package loading in a try get and noisily ignore load errors instead of bootstrap init false
When loading a tool package, load toolbase too
Fix startup error when no ContentPath
Package cleanup (#887)
Added singleton PackageManager which handles all package downloading, installing. LocalProjects are self compiling and their assemblies are used to mock a Package.
Add Typelibrary.GetMethodsWithAttribute
Add ThumbnailRenderAttribute
Add IResourceCompilerContext.def
Add Asset.OverrideThumbnail( pixmap )
Prefabs have thumbnails!
https://files.facepunch.com/garry/b3633834-6291-42da-80d3-d51924e0a2fe.png
Move ThumbnailRendererAttribute
Move stereo rendering to GameDebug menu
Add Visualize Scene Objects to GameDebug menu
Added a bunch of debug view options https://files.facepunch.com/garry/6a9d8907-6204-4a78-8856-49eab947739f.png
Prefab adds component after deserializing so variables are set before Activate is called
Prefab Component - default values
Name the new component after its type
Add ModelPhysicsComponent
Add RenderColor to prefab model
https://files.facepunch.com/garry/627ef066-e1dd-4a07-a2ed-5797dae530fe.png
Add SceneCamera.Worlds (for adding multiple worlds)
Plumb renderpipeline so SceneCamera can add its extra worlds
GizmoInstances create and maintain their own SceneWorld
GetPositionOnPlane draw plane when hitbox.debug
Fix position gizmo arrow wrong plane
Package.FetchAsync can skip cache
This reverts commit e04575555373f3d6faca204fe56d705a9aaa95be.
Revert LineEdit change (controls should only signal changes when changed, not when first set)
Change how errors are displayed in project publish
Hide prefab/prefabguid in entitycomponent in inspector
Can drag and drop models/prefabs into the game
When pressing the console key in editor, only focus the console if it's already visible
Remove unused
Merge branch 'master' of sbox
Update TreeView.Example.cs
Sandbox.WebSurface
- Add Sandbox.WebSurface
- Add Editor.Widgets.WebWidget
- Add Sandbox.UI.WebPanel
- Add Game.CreateWebSurface()
- Add Editor.Utility.CreateWebSurface()
Fix fps_max reducing framerate
Should fix running with -game not working
Add [STAThread] to main to fix qt dialogs from hanging
Game is now launched via .net exe
Don't try to get an AssemblyDefinition to assemblies with no location
Switch NativeRenderingWidget so you're less likely to be accidentally rendering the scene in Paint
Tweak codegen for sboxgame/issues/issues/2862
Fix documentation dll upload
Update ci to need upload_start to succeed
Add ContextTools to allow us to resolve our current context from engine
Add ResourceLibrary.Resolve() for engine
Test csproj name for suitability, revert to ident if it's fucked
Entity prefabs - orgs/sboxgame/discussions/2857