19,538 Commits over 3,990 Days - 0.20cph!
Remove Action argument from undo system
Save selection with undo
Push object selections onto undo list
Each SceneEditorSession has its own selection set
Add CubemapFog component
Add BaseComponent.ExecuteInEditor
Add GradientFog component
Make everything obey ExecuteInEditor
Add gradient fog to player scene
Add Material.GetTexture( name ) (gets the texture by shader variable name)
GetComponent<> can find interfaces too
Add ToneMapping component (tonemapping defaults off)
Move CharacterController component to engine
Change how editor startup is handled (hotload keeps calling the static constructor)
Throw warnings when component not serializable because of TypeLibrary
Fix TypeDescription.Init exceptions
Remove unused on ManagedTools
Send an "game.loaded" event to tools when the game has loaded
Store camera state in sceneeditorsession, so we can have a different camera position per scene
Fix error when saving a scene with no path
Fix not finding gameobject references if they were deserialized after spawn
Refactor to wrap scenes being edited in an EditorSession
Add VolumetricFogVolume component (doesn't work)
Cleanup
Change SceneCamera.VolumetricFog to a property
Update VolumetricFog automatically, before render
Remove GetMainCameraVolumetricFog (unused)
Fixed missing asset type icons
Scale WebWidget by dpi scale
Update prefabs in open scenes when edited
Right click GameObject -> unlink from prefab
Add Component button wider
Remove now obsolete tests
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
Hide prefab children in scene tree
Add OpenPrefab button where Add Component button usually is
Don't serialize any prefab children in scene
Simplify prefab deserialization
Scope timer fix
Fix prefabs duplicating components when saving
Fix inspector NRE when hotloading
Don't fullbright scene thumbnails with lights
Iterate components using a function and prune out nulls that are littered by hotload
When instantiating a prefab, mark it as such
Draw prefab instances differently in the scene view
Create prefab_test.scene
Prefabs save a lut from prefab object id to instance object id
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Fix error when dragging asset into its own folder
Fix duplicating or pasting not keeping child gameobject references properly
Added scene handles
https://files.facepunch.com/garry/a79e07f3-aa0d-45cc-ad3a-c254bfcd8c7b.jpg
Gizmo Sprite shader
Customised gizmo line shader
Don't try to set property in PropertyDescription if it doesn't have a setter
Move GameObject to its own folder
Add Transform Accessor
Maybe this will fix the matrix menu
Install cloud assets when opening a scene in the editor
Scene update
GameResources can load private properties marked with [JsonInclude]
Add GameResource.GetReferencedPackages()
When saving a GameResource, also save a list of packages that were referenced
FixResourceNames is unsued
Cleanup
Re-save scenes with package information
CharacterController component nice and slimmed down
Debug components for Trace and CharacterControllerHelper
Add ModelComponent.ShouldCastShadows
Latest player controller scene
Trace startpos fix
Fix capsule trace StartPos
Draw spheres, hulls and meshes when ModelCollider selected
Can get physics hull edges (for debug renderering)
Can get triangles from physics mesh
Add some faster line drawing functions to gizmo
ModelCollider - draw colliders (only capsule right now)
Start exposing CPhysAggregareData
PhysicsGroupDescription can get a list of parts, and their parts
Add Gizmo.Draw.LineCylinder (sucks)
Add BodyPart.Transform
Add CameraPhysicsDebug component
Add ModelCollider component
Delete points from CameraPhysicsDebug faster