19,199 Commits over 3,898 Days - 0.21cph!
Style tweaks
Rss + cleanups
Can view s&box team news posts at normal URL
Link to platform news
Automatically translate old html news to new news block format
Optimize friend package finds
Move about page
Update to steam sdk 1.60
Make game focus when playing in editor consistent, instead of having to click on it sometimes
Push scene scope when setting up camera, fixes sbox-issues/issues/5730
Fix findPackage in large collections
Remove Most Recently Active (gonna do it a different way)
Make in: query more reliable it's identical to dep:
Add sort:random (pseudo)
GameObjectFlags.DontDestroyOnLoad works
Session hash is a guid
Benchmark service
Remove debug
Benchmark api input
Add duration argument to benchmark entry
Can turn off granting in admin settings
Benchmark input
Remove invite system
Users without the game can just press a button to get the game
This should avoid upscaling, and avoid changing aspect ratio
Don't use UltraFast that's a disaster
SkinnedModelRenderer - add string based bone getters
Fix GetPlayerStats caching wrong
LocalFileSystem cleanup
Add Application.HoveredWidget
Hide EngineOverlay if the game isn't visible
Fix SceneViewport hasmouseinput logic
Add Transform.ForwardRay
Fix editor not finding resources in libraries
Add GameObject.Clone( prefabPath )
Add copy/paste by right clicking property labels
Can set animgraph bool params using numbers
GameEditorSession stores the session that spawned it
Add SceneEditorSession.Resolve, GetParentSession
Can right click properties in game session and apply their tweaked values to editor session
Increase/Decrease grid size shortcuts were the wrong way around
Add grid axis selection in perspective viewport
Shutdown Tools properly on launcher exit
Add Close On Launch option to launcher
fix debug compile
Simplify how RecentScenes works
Load editor MRU and tags after all assets have been imported
Move Scene.Save to EditorSession.Save, update scene name/path on saveas, record asset as opened
Loading a prefab in editor loads the cloud assets
Fix NRE when setting border size to a %
Yoga3
* Latest version (fixes, additions)
* No longer relies on thirdparty facebook.yoga.dll
* Uses our interop system (faster)
* Much cleaner implementation
Remove yoga from vpc groups
Update to yoga 3, embed in engine
vpc fixes
Remove Facebook.Yoga
Convert style setters
Bug fixes
Add tests
It's important to yoga to be fp:precise because it uses nan
Measure functions
Restore to previous defaults
Fix package card style (now position: absolute is fixed)
Consolidate enums
Support for `align-content: space-evenly`
Consolidate enums
Support for `align-content: space-evenly`
Measure functions
Restore to previous defaults
Fix package card style (now position: absolute is fixed)
Add tests
It's important to yoga to be fp:precise because it uses nan
Update to yoga 3, embed in engine
vpc fixes
Remove Facebook.Yoga
Convert style setters
These libraries are now published
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Misc fixes
Move EnablePostProcessing from GizmoSettings to ViewportState
Default each viewport to a unique perspective
Misc post-scenetab fixes
Hide skybox in 2d views
Split scene view layout/viewport classes into separate files
Tidy
Use frustum RayDepth for terrain, hitbox traces
Make 2d clipping less crap
Use black background for 2d views
We don't need to do this anymore
Fix perpendicular rotation handles being unusable in ortho views
Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
Use correct gizmo settings for dragdrop
Use correct plane for 2d view drag drop
Prevent map cookie from overriding 2d viewmode rotation
Draw grid on top in 2d views
Merge branch 'master' into hackweek-multi-scene-view
Add Widget.GetAncestor<T>
Move Grid, Scene toolbars to header bar, remove SceneViewToolbar
Fix warnings
HeaderBar switch layout
Tweak viewport menu, so you can see the checkboxes
Merge pull request #1582 from Facepunch/hackweek-multi-scene-view
Multi-viewport and Ortho Scene views
HeaderBar switch layout
Tweak viewport menu, so you can see the checkboxes
Add Widget.GetAncestor<T>
Move Grid, Scene toolbars to header bar, remove SceneViewToolbar
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Add BBox + Sphere GetVolume()
Call AudioProcessor.OnDestroy properly
Make DspProcessor public
Store and restore Mixer config when playing game in editor
Update Processors in mixer UI to show enabled status
catch and report exceptions when disposing GameObjectSystems
Dsp tweaks
Make Gizmo.Control.BoundingBox much more visually simple
Json Serialize Sphere properly (!)
Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo
This reverts
Expose Sphere
Add ControlSheet.CreateLabel( SerializedProperty property )
Add [InlineEditor], which will make structs editable inline when applied to a property
Add Editor.FileSystem.Config
Add string.GetFilenameSafe()
Layouts are stored in game/config/editor/layout/
Add/Update default layout
Add a small cache on Timings.Get
Extra checks in ByteStream
Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time
Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
Fixed prefab scene bullshit
Fixes sbox-issues/issues/5636
Fixes sbox-issues/issues/5635