userGarry Newmancancel

19,538 Commits over 3,990 Days - 0.20cph!

2 Years Ago
Fix documentation dll upload Update ci to need upload_start to succeed
2 Years Ago
Add ContextTools to allow us to resolve our current context from engine Add ResourceLibrary.Resolve() for engine
2 Years Ago
Test csproj name for suitability, revert to ident if it's fucked
2 Years Ago
Entity prefabs - orgs/sboxgame/discussions/2857
2 Years Ago
Add Inspector with an Open In Editor button to avoid confusion
2 Years Ago
Take Prefab and PrefabGuid from IComponent Hide Entity.Prefab, PrefabRoot, PrefabGuid Rename `EntityPrefab` to `Prefab` Make new Entity.CreateByName with constructor internal Fix "prefab" to "entity" change `[Prefab.Class]` to `[Prefab]`
2 Years Ago
Component type popup selector
2 Years Ago
Fix TreeView invalidation Remove debug text Fix clothing icon preview
2 Years Ago
Post process when compiling, register dependant resources
2 Years Ago
Revert risky changes to how we json serialize Resources Remove debug Moved GameResource compiler to C#, cleaned up how we load Json from GameResource assets, saves GameResource files are just json instead of keyvalues
2 Years Ago
Fix compile error
2 Years Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game Can select by clicking in the sceneview Set up scene object tracing ready to be filtered by tags Add SceneCamera.GetRay Better selection highlighting Allow AnimatedEntity in prefabs Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg Support tags in scene world tracing Let us control when entity spawn queue is run from c# (internally) Move name, position, rotation, scale, tags into Keys Make keys a dictionary Add PrefabLibrary Convert TraceResult fields to properties SceneSunLight inits shadow cascades to sensible defaults Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance Increase sun shadow max cascades from 2 to 4 Use SceneSunLight Remove debug Add LineEdit.ForwardNavigationEvents Better entity selector Add Model.Bones Show bones in prefab editor tree Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason Improve flexibility of drag and drop system in editor BaseItemWidget, TreeView, TreeNode support drag and drop Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent Fix paint should no longer be called spam Add TreeNode.Parent Can't drag entity node onto its own descendant Fixed FloatProperty slider not working if textarea focused Remove line edit precision changing when focused (this is horrible ux) Refresh entity node when model changes Bones in the tree is bad, lets not repeat that mistake Move SelectionWindow to own file Can delete nodes using delete key Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4 PrefabLibrary update to _attachment and bonemerge support Clean up SelectionDialog + move to tool base Select current entity / bone in entity/bone dialog Initialize SceneCamera with a field of view Don't return infinity from SphereCameraDistance Lerp auto camera distance Fix bones/cloth going crazy when switching models on SceneObject UndoSystem Implement undo system
2 Years Ago
Fix bones/cloth going crazy when switching models on SceneObject UndoSystem Implement undo system
2 Years Ago
Clean up SelectionDialog + move to tool base Select current entity / bone in entity/bone dialog Initialize SceneCamera with a field of view Don't return infinity from SphereCameraDistance Lerp auto camera distance
2 Years Ago
PrefabLibrary update to _attachment and bonemerge support
2 Years Ago
Refresh entity node when model changes Bones in the tree is bad, lets not repeat that mistake Move SelectionWindow to own file Can delete nodes using delete key Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
2 Years Ago
Fix paint should no longer be called spam Add TreeNode.Parent Can't drag entity node onto its own descendant Fixed FloatProperty slider not working if textarea focused Remove line edit precision changing when focused (this is horrible ux)
2 Years Ago
Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent
2 Years Ago
Improve flexibility of drag and drop system in editor BaseItemWidget, TreeView, TreeNode support drag and drop
2 Years Ago
Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason
2 Years Ago
Add Model.Bones Show bones in prefab editor tree
2 Years Ago
Add LineEdit.ForwardNavigationEvents Better entity selector
2 Years Ago
Convert TraceResult fields to properties SceneSunLight inits shadow cascades to sensible defaults Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance Increase sun shadow max cascades from 2 to 4 Use SceneSunLight Remove debug
2 Years Ago
Let us control when entity spawn queue is run from c# (internally) Move name, position, rotation, scale, tags into Keys Make keys a dictionary Add PrefabLibrary
2 Years Ago
▅█▄▅ ▆▋▇ ▊&▅▅▇ ▇█▍▆█ ▍▊ ▅▉▌▄▇ ▋▊▍ ▇▄▌█
2 Years Ago
Add SceneCamera.GetRay Better selection highlighting Allow AnimatedEntity in prefabs Parent bone support https://files.facepunch.com/garry/21267638-261b-411f-a614-7e33d9edeb6b.jpg
2 Years Ago
Update ci.yml
2 Years Ago
Use nethost to locate the dotnet installation Upload symbols last
2 Years Ago
Add install script Make error nicer
2 Years Ago
Initialize using hostfxr, Interop is c# dominant
2 Years Ago
poc Make InteropGen C# initiated Load all the interops Delete .net folder Moved ResolveMapName from netruntime Remove CoreCLR class, squash to only the required Update github actions to setup dotnet More vague with the version Set directory to root when initializing Tools + menu interop init cleanup Remove old interopinit functions Client initialize cleanup Server init cleanup Initialize netcore host explicitly - and not in contentbuilder etc Slightly refactoring Make sure dedicated server still runs
2 Years Ago
Set directory to root when initializing Tools + menu interop init cleanup Remove old interopinit functions Client initialize cleanup Server init cleanup Initialize netcore host explicitly - and not in contentbuilder etc Slightly refactoring Make sure dedicated server still runs
2 Years Ago
More vague with the version
2 Years Ago
Update github actions to setup dotnet
2 Years Ago
Moved ResolveMapName from netruntime Remove CoreCLR class, squash to only the required
2 Years Ago
Make InteropGen C# initiated Load all the interops Delete .net folder
2 Years Ago
poc
2 Years Ago
Can select by clicking in the sceneview
2 Years Ago
Add DockManager.Clear() - to clear and reset to default values Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor Update cached resource value when saving to disk/memory Add Namespace, FullName to TypeDescription ComboBox correctly changes the CurrentIndex when changing CurrentText Made DockWindow.CreateDynamicViewMenu public Make PropertySheet.AddProperty public Fix crash in ToolWindowManager.Clear Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added EntityPrefab GameResource EntityPrefab tool addon Mark Model as a EntityPrefab.Property Can define csproj name in project settings Don't save package in addons..js Add EntityPrefabEditor not as an addon Re-organize addon Model preview, entity positions Set local positions when spawning Add BBox.AddBBox Zoom out to focus on all of the sceneobjects Fix backwards compatibilty Support Entity Tags Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status Entity copy/paste Fix wrong name in def file Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4 Don't create these unless we need them Only return valid sceneobjects Keep tree in sync with the scene Highlight renderer Add some api comments on tracing Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute Can add/remove components Component spawning/updating in game
2 Years Ago
Component spawning/updating in game
2 Years Ago
Can add/remove components
2 Years Ago
Add TypeDescription.HasAttribute Classes that can be used as prefabs need to be marked with an attribute
2 Years Ago
Highlight renderer
2 Years Ago
Only return valid sceneobjects Keep tree in sync with the scene
2 Years Ago
Don't create these unless we need them
2 Years Ago
Fix regular c++ tools not opening Fix treeview selection stopping short Clean up entity node
2 Years Ago
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic Fix entity guids not serializing Debounce the change function Add Entity.Prefab, PrefabRoot,, PrefabGuid Add extensions
2 Years Ago
Entity copy/paste Fix wrong name in def file
2 Years Ago
Added SceneObject Model setter Transform.ToWorld & ToLocal use Scale, added tests Transform.ToWorld/ToLocal takes scale into account when transforming position Indicate save status
2 Years Ago
Fix backwards compatibilty Support Entity Tags