19,538 Commits over 3,990 Days - 0.20cph!
Disable now failing menu download tests
Rename "Menu" Package download to "Startup". Download whole package if unset.
Add Component.IsValid
Map Component implements OnLoad to download and load the map
Show loading screen when downloading map
Fixed loading screen not hiding, game not starting
Delete previous ActiveScene when switching scenes
Fix Asset.LoadResource refusing to return the value even though it was correct
Add ProjectConfig.StartupScene, update project settings
Ignore Widget Visible changes if is invalid
Protect against Camera.Main being null (should never happen)
Save StartupScene in meta instead
Clean out GameMenuInstance, delete default game menu, load startup scene
More namespacing
Add GameObject templates
Move GameObject templates
Move GameObject and Component into Sandbox namespace
Editor is included with game now
Scene editing widgets in addons/tools/
Fix can't inspect prefab files
Moved some stuff to engine
Add sprite shader
Move some editor stuff into Sandbox.Tools
NetRead doesn't exist
Lets run unit tests without a window
Move a bunch of stuff into Sandbox.Tools
Move a bunch of stuff into Sandbox.Tools
Expose SceneNetworkSystem
Hack: Skip rendering to pixmap if framebuffer is 0x0
Move SceneFile to Engine (from Game)
Manually define RPCs
Ensure Paint is only ever used in main thread
Replace connect, disconnect, status commands
GameObject tests moved to engine
Move GameObjects unit tests into engine, update unit test init code (actually opens the game window now, might fuck up CI)
Moved Scene, Component, GameObject into engine
Move WorldPanel and WebPanel to engine
Remove Game.SceneWorld
Add GameNetworkSystem.IsActive
TypeLibrary: Expose properties if get is public, disable setting if set is not public
Add Game assembly to editor typelibrary
Add Scene, GameObject, Component system
Remove TypeForwardedTo's
Remove physics step from Task
Delete unused
Only skip non public property set if not dynamic assembly
Tick GameManager from GameMenuDll
Mark GameTags as expose
Fix components not starting disabled
Delete old particles
Delete ViewDesc.cs
Delete IPostProcessEntity
delete GameObjectTypeSelector
delete PrefabLibrary, Prefab, IPrefabObject, PrefabAttribute
Remove GameManager
Delete MoveHelper (in scene system now, this uses the wrong trace classes)
Remove Trace, TraceResult
Move Time and TimeSince into Engine
Delete old navmesh code
Remove MapSchema, DamageInfo, LifeState, LightQuery
Remove EntityComponents + EntityPrefabEditor (fixes Sandbox.Component namespace conflict)
ResourceLibrary is a global static, ClothingContainer is in engine
delete AutomaticRenderHook
Remove DepthOfField
Remove ScreenEffects
Remove RenderHook system
Rename BaseComponent to Component
Delete materials that I broke by deleting all that shit
Remove assets that were moved into core
New sound api
Merge Audio and Sound, just one global static class called Sound
Add example decals
Add useful particle/effect shapes
Remove a bunch of decals
Remove a bunch of particle materials/textures
Change how GameObject and Components are serialized so that when the Component properties are serialized, everything that is going to be created is already created.
GameObjectInspector, start multi edit
GameObjectInspector support adding components to multiple gameobjects at once
Handle component multi-select
Component/GameObject ControlWidget multi edit support
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Fixed SkinnedModelRenderer bugs when multiple on same GameObject
Joint scene name + description