19,538 Commits over 3,990 Days - 0.20cph!
Add OnValidate
Fix Surface defined multiple times
Refactor Scene class
Open scene menu when right clicking hierarchy tree background
Fix SpinComponent speed limit
Catch errors in undo
Fix GameObject.Clear not actually clearing shit
particles component
Tonemap sliders
Save and Restore scene session camera state
Use ProjectCookie for scene last opened
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)
Enable colliders in editor session again
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)
Fix character collider bugs
Keep character controller trace consistent
Create ModelPhysics (doesn't do anything yet)
ModelCollider collider bones use the part transform
Cleanup
Select next child when deleting
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fix scene saving not using the extension
Add SceneModel.AnimationGraph
Add some [Range] attributes
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
Post processing icons
Outline Highlight
Turns out none of this stuff was needed because I'd already coded it
Added some post processing components
Fix serialization changing component order
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it
Be a bit more accurate with Rotation equality
Add SceneCamera.EnableUserInferface
Disable showing overlay user interface on scene camera
Explicitly define GameRootPanel as not a world panel
This shouldn't change anything but it makes me feel better
MockHudPanel has mouse input
Fix no collision
Add UI category to object create menu
UI test, screen and world panel
Add RenderOverlay
Panel components
GetComponentInParent takes an "and self" bool
UI test panels
Clear scene when leaving play mode
Make internal PreRender non virtual
Add SceneCamera.OnRenderOverlay
Enforce Scene GameObject.Id uniqueness, change Id and warn when adding a gameobject with a duplicate Id
Update scenes with all unique Ids
Implement BaseComponent.Awake, Start, OnDestroy & unit tests to enforce behaviour
Fixed cut just copying
Fixed duplicating and pasting not making unique ids
Fix game double ticking
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
Fix prefab world not rendering
Fixed prefab tree selection not working
Prevent trying to "play" prefab scenes
Change how PrefabFiles are loaded
Remove undo spam
Select root prefab object when opening prefab scene
Allow editorsession to initialize the scene camera position
Fix components not properly shutting down on prefab edit
Always Destroy/Shutdown components before removing from a GameObject
Give Prefab redirect scene a nice name
Fix Prefab instantiation
If the scene has a camera, use that as editor initial camera position first
Add Undo to AlignToView
Comment out unused menus
Update TurretComponent.cs
Update prefab_test.scene
Rotation Gizmo should return false if not rotated
Fix undo system capturing multiple rotations