5,122 Commits over 1,552 Days - 0.14cph!
Fix live unit tests
unit test allow native debug
Add BBox.Grow
Add Triangle.ToString
PhysicsWorld.GetPolySoup
Use recast from c# without navlib
Cache off the triangles on generate
RandomPoint, CloestPoint
https://files.facepunch.com/garry/e07dbdff-ba17-4bb9-96bc-62edf81b2031.mp4
Add GetClosestEdge
https://files.facepunch.com/garry/7e693949-ffe2-4bb5-8a04-d24469a3b406.mp4
Add GetPathSimple
https://files.facepunch.com/garry/e369c9d6-54b1-4648-a023-6217ab866cc8.mp4
PathSimple unit test
Cleanup
Agents
https://files.facepunch.com/garry/da414070-bc1a-49ec-b39c-974d3b7fa33a.mp4
Agent cleanup
InteropGen change params to @params
Access dtCrowdAgentParams
Cleanup
https://files.facepunch.com/garry/19a3dacf-466b-4d0e-8e9a-5710131c5b7a.mp4
InteropGen change params to @params
Access dtCrowdAgentParams
Cleanup
https://files.facepunch.com/garry/19a3dacf-466b-4d0e-8e9a-5710131c5b7a.mp4
PathSimple unit test
Cleanup
Agents
https://files.facepunch.com/garry/da414070-bc1a-49ec-b39c-974d3b7fa33a.mp4
Add GetPathSimple
https://files.facepunch.com/garry/e369c9d6-54b1-4648-a023-6217ab866cc8.mp4
Add GetClosestEdge
https://files.facepunch.com/garry/7e693949-ffe2-4bb5-8a04-d24469a3b406.mp4
Cache off the triangles on generate
RandomPoint, CloestPoint
https://files.facepunch.com/garry/e07dbdff-ba17-4bb9-96bc-62edf81b2031.mp4
Fix live unit tests
unit test allow native debug
Add BBox.Grow
Add Triangle.ToString
PhysicsWorld.GetPolySoup
Use recast from c# without navlib
recast update latest
Update compat with recast
Add detour
Fix gradient fog not showing in the editor
Fix SceneFogVolume not updating because ID is 0
Update CubemapFog.cs
IRenderOverlay should have never existed
When a component isn't found, create a MissingComponent. When saving, save the original data so that missing a component isn't destructive.
https://files.facepunch.com/garry/dc9afdd8-51ec-47f0-a6e1-b9c5a75196d7.png
Add Prop.IsStatic
Add boit icon to switch between actions and properties in component sheet
https://files.facepunch.com/garry/4409c013-7fba-4061-84e4-b77ea9b034b4.mp4
Add game/core/shadercache/vulkan/shaders.cache to git ignore
Fix built in modeldoc game nodes not loading
Delete ExampleEditorTool.cs
Fix orbit camera stomping everything
Remove caching on ToTitleCase (causes more harm than good)
In CloudAssetDirectory, cache off the database instead of accessing every time
Faster, less accurate Asset.IsCompiled() (but still does what we want it for)
Can put evaluations in float inputs
https://files.facepunch.com/garry/7bda74b5-35ac-40c8-91be-322b6b13bf84.mp4
Fix bitvec startup assert
Temporary fix for RenderSceneToPixmap
Dragging a model into the scene will spawn a prop if applicable
Serialize and Deserialize GameObjects as objects
Swap asset browser button order to annoy everyone
Fix SceneView not using scene maincamera settings
Fix SceneView mouse input
Make Widget.ConstrainToScreen more reliable
Move ModelEditor.Nodes to game
Add Prop component to engine (health, breakable, gibs)
Scene.OnEdited, OnSaved don't need to be exposed
Add SceneLoadOptions
Add GameObjectFlags.NotNetworked
Model.LoadAsync and Material.LoadAsync should kind of be async
Add Material.Flags (IsSky, IsDecal, IsTransparent, IsAlphaTest)
Changed how material thumbs render
Catch EditorTool update errors instead of breaking the whole editor
Add Angles.SnapToGrid
Add Gizmo.GetMouseDrag
Add Gizmo.Snap( angles ), CameraTransform, LocalCameraTransform
Just ignore when trying to set nan position
Add Gizmo.Settings.SnapToAngles
Gizmo.Controls.Rotate outputs Angle delta, RotateSingle outputs only a float angle delta
Add rotation snapping
Put SpeakerVolume in Sandbox namespace
Rename AssetView to AssetPreview
Rename internal AssetPreview to AssetThumbnail
Delete broken legacy particles
New unified asset preview/thumbnail/video system (cleanup)
Size in OnPreRender isn't optional
Add Pixmap.GetPixel
Texture preview
Add Texture.GetSequenceFrameCount, HasAnimatedSequences
Asset thumbnail render is async
NativeRenderingWidget events
Allow preview to tell the renderer whether it's animated (opt out of video)
AssetPreview can be pixmap based
Consolidate
Paint.Target to Paint.ToPixmap, scoped
Fix crash when accessing sound samples
Add timeout to thumbnail rendering
Add timeout when loading SoundFile
Fix warnings
Draw a line if we can't get sound samples
AssetPreviewWidget async wait nicely
Size renderWidget properly
Fix QPainter was null when calling setPen errors
CompileProgress tests (doesn't work)
Fix asset browser file type size
Fix NRE in GenericControlWidget
Add BaseLayout.AddLayout<T>
Add ControlSheet.AddProperty
SerializedCollection elements return attributes of parent
SoundFileCollection doesn't use PropertySheet
Add EditorUtility.OpenPropertySheet
https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png
Set qt darkmode=2 so windows will follow system theme (I think)
Add ControlObjectWidget
Add [KeyProperty]
Add KeyProperty to TextureSequence.Source
ControlWidget will create an editor for unknown types (this will likely need locking down)
Add [ImageAssetPath]
fix SerializedCollection NRE
Fix MemberDescription.HasAttribute not finding base attributes
Convert TextureEditor to use Sequences
SequenceControlWidget has popup instead of doing it all horribly inline
Fix SerializedObject changes not propagating upwards
ResourceStringControlWidget cleanup
Use new Sequences json for amalgamated texture
Expose some sheet access on texture
Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json
Add TextureFile sequence `IsLooping `
Can use particle SequenceTime easier
Remove parse_mks.cpp
Delete mks importers (everything should use our way now)
GameObjects only save their own tags - not inherited tags!
Add group support into ControlSheet
TextureCompileSettings uses ControlSheet
Fix warning when dragging model into scene
Add EditorUtility.LoadBitmap
Don't store flipbook shit on the image
HideInEditor becomes Hide
Component.Destroy should always work in the editor
Hide components with ComponentFlags.Hidden, re-use ComponentSheet if possible
When calling a CallbackBatch, create a new CallbackBatch to catch callbacks inside
Init SkinnedModelRenderer to bind pose in editor
Set so transform on model create
Serialize component references as an object (for future usage)
Fix NRE when copying component to clipboard
Move BodyGroups, MaterialGroup control widgets out of engine until they don't look like shit
Add ShowIf to Model.BodyGroups + MaterialGroup
ComponentSheet obeys + watches ShowIf
Fix component sheet not having 4px space before groups
Update default QComboBox colors
Fix not finding primary connection when not p2p
Add Networking.HostConnection
Add Networking.Connections (list of connections)
Add Networking.IsHost
Assert that the connection isn't host when calling OnJoined during handshake
Cancel loading button leaves the game (fixes sbox-issues/issues/4523)
Add Rigidbody.ApplyTorque (fixes sbox-issues/issues/4544)
Set the light transform on creation
Simplify particle mode selection - with most likely presets
https://files.facepunch.com/garry/2a502906-36a8-42dc-a536-0fdb6d8c089f.png