19,200 Commits over 3,898 Days - 0.21cph!
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
use cdn
Cleanup
Package shuffle
Remove depercated
Fix compile errors
Cleanup
Fail early on missing parameters here
net 8
Update packages
Remove api page
Put SpeakerVolume in Sandbox namespace
package/get returns nicer errors
Update wrapper
Simplify
Update file storage to avoid long timeouts
Move video processing to queue, so uploaders don't have to wait
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
Publish files for textures
Update tags when publishing
Forgot to add to the list
Increase default engine api version to 17
Add Texture type
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)
Turn shadows off on feathering particle test
GameObjects only save their own tags - not inherited tags!
Convert prop component to be procedural
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
flames001
smoke
Fix project files being lfs
Fix a bunch of other stuff being lfs
Add explosion001
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
Remove bullshit from minimal scene
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
Make mode change button less obtrusive on ParticleFloatControlWidget
https://files.facepunch.com/garry/2bf2ff16-38ac-478f-89f3-3fa89a7ffbcb.png
Draw indicator lines through range
Curve editor supports ranges
https://files.facepunch.com/garry/bd829663-f1a0-4db3-8aed-4ad8b3ec4388.png
Delete CurveProperty.cs
Add CurveRange struct (between two curves)
Add Random.Float() (faster to get float between 0-1)
TypeLibrary allow access to Curve and CurveRange
ConstrainToScreen doesn't call AdjustSize()
Floating WidgetWindows don't need to constrain to screen
Curve Editor WidgetGallery
CurveControl tweaks
Add CurveRangeControlWidget
Make curve editor less obnoxious to look at
Add CurveRange option to particlefloats
Make value range work
Light components derive from a common base class
Called the wrong function
Fix game test not being in test mode