5,124 Commits over 1,552 Days - 0.14cph!
Add BodyPart.BoneName
ControlWidget supports wide mode
Added ControlWidget.ValueHash
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
Add SceneModel.MergeBones( SceneModel other )
This isn't needed
None of this is used, prove me wrong
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
Don't publish fbx files
Merge branch 'master' into new-physics-merge
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
None of this is used, prove me wrong
Add SceneModel.MergeBones( SceneModel other )
Fix startup error
Performance scope animation update
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
SceneModel can get anim parameters
Add PhysicsWorld.Step( delta, substeps )
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Updated trace code from Jay
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
See if we can convince it to compile editor addons during test
Write s&box.sln in unit test proper
artifact game log files when running test
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
Fix bloom being enabled by default
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Add SceneModel.AnimationGraph
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Add CurveControlWidget
Add SceneCamera.Bloom
Turns out none of this stuff was needed because I'd already coded it
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it
Be a bit more accurate with Rotation equality
Add SceneCamera.EnableUserInferface
Add SceneCamera.OnRenderOverlay
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
Extended info in editor startup when waiting for account information
Skip null children in TreeNode list
Rotation Gizmo should return false if not rotated
Add Material.GetTexture( name ) (gets the texture by shader variable name)
Fix TypeDescription.Init exceptions
Remove unused on ManagedTools
Send an "game.loaded" event to tools when the game has loaded
Cleanup
Change SceneCamera.VolumetricFog to a property
Update VolumetricFog automatically, before render
Remove GetMainCameraVolumetricFog (unused)
Fixed missing asset type icons
Scale WebWidget by dpi scale
Remove now obsolete tests
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Fix error when dragging asset into its own folder
Gizmo Sprite shader
Customised gizmo line shader
Don't try to set property in PropertyDescription if it doesn't have a setter
Maybe this will fix the matrix menu