5,132 Commits over 1,552 Days - 0.14cph!
Fix Gizmo.Text getting culled way too early
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Whitelist Task.Status
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Fix Gizmo.Text getting culled way too early
Basic octree
Whitelist Task.Status
Octree Fixes
Remove unused network code
Remove unused clientmessages
Send all RPCs unreliably - which is actually not unreliable at all but just affects the receive order
Strip out EntityEvent stuff that does nothing
Fix Gizmo.Instance.Debug defaulting to true
Add selection info to context
Fix .sln not being created in -test mode (causing build to fail)
Store managed gizmo hover state in MapView
Show finger cursor if hovered over a managed gizmo
Don't perform default mouse actions (selection etc) if hovered
https://files.facepunch.com/garry/30296ea6-8cd5-4d60-9f7b-e3c4f8c39a00.mp4
Create MapEntitySerializedObject
MapEntity maintains a SerializedObject
Add EditorContext
SerializedObject base implementations (#1006)
Don't expose TypeLibrary.GetSerializedObject yet
Rename to ReflectionSerializedObject
Restore to previous PropertySheet until we're ready
Fix Asset.Package not being immediately available
Validate cloud assets on first access
Fix AssetList calling OnPackageSelected instead of OnPackageHighlight
Preview in inspector when selecting cloud assets
Don't automatically update account information when adding favourite
Don't update collection list on favourite changed if not a collection change
Clear api cache when favouriting
Show favourited collections on asset list
Right clicking a cloud asset shows a popup, allowing favouriting, rating etc
Move the shadow with the popup 😓
Add Package.Type.Collection
Asset Browser - cloud assets support filtering by more types
Show your organizations in the asset browser
Gizmos available in game orgs/sboxgame/discussions/3203
Entity.Client - I think this is our desired outcome - with less complication
Suppress buttons properly when interacting with gizmos
https://files.facepunch.com/garry/886588d5-f454-498b-a8eb-c3a076fc5815.mp4
Keep gizmo cursor position legit when game doesn't have mouse focus
Add Editor.Utility.InspectorObject (usable in game addons)
Enable gizmo pressing in game
https://files.facepunch.com/garry/2ee9c2e5-4c48-4b2a-94df-343661c7ed7f.mp4
Better scopes
Hover input
https://files.facepunch.com/garry/6b662b66-8ab9-4bc2-84df-372b398e2f35.mp4
Separate Gizmo instances for server tick, client tick
Remove unused
Disposed protect World.DeletePendingObjects
SceneCamera.Worlds automatically removes deleted worlds
Gizmo.Instance can be disposed
Re-use our own functions
Post returns HttpResponseMessage
Move gizmos folder to engine
Run static constructors in sandbox.engine after bootstrap has initialized, because not everything will be loaded yet
Make some gizmo stuff public so it all compiles
Fix packages returned by /find/ not getting partial cached
Add package/list api
Fixed Input.Released not always being called
Avatar: Focus on the face, no matter how short they are
Save/Load map addons to PackageReferences properly
Move AssetPublishConfig to tools.dll
Can set MetaData value to null to clear it
Don't show special context menu options on map projects
Use EditorReferences instead of cloud_packages in map config
Automatically convert map project to content project
Resolve the name from PrimaryAsset meta - means published map name doesn't have to match package ident, can be in any folder
Do show the upload option on a map project 🤦♂️
Create new map creates a content project
Don't show publish option in map or content addons
Publish maps from their vmap
Add PackageReferences tab to map project settings
Default cloud sort order by popular, because user doesn't show anything without a userid
Revert "Ignore InputManifestTemplate.cs"
This reverts commit 0b3e9ba7fad14bb5f2afa142878dc095a29bd97f.
Touch this so it gets re-generated