19,228 Commits over 3,898 Days - 0.21cph!
Addons use CodePath, HasCode from config
Opening console stack only needs single click
Queue to dispose Qt's smart pointer objects in the main thread
Added Rect.Contract methods to match .Expand
Fixed NRE in DisplayInfo
Remove Tools menu
Added Widget.LocalRect, ScreenRect, Width, Height
Added initial help page to addon switcher
Update local games list when local addons change
.addon file upgrading, saving
Addon right click > open folder
Fix load addon gamemodes not loading
Indicate that addon has an old schema and upgrade is available
Asset browser mod filter obeys active status
Delete addons.json
GetAllModsCount can return only active mod count
Add Asset.AbsolutePath
Don't dump a tools_asset_info.bin into each addon
Save tool settings and autosave in .source2 folder
Asset absolute paths
Update .gitignore
Asset System enable/disable mods when adding/removing
Trim all this vwatch shit
Trim some P4 shit
Rebuild asset browser controls when mod count changes
Asset system will add new assets from added folders
Addon remove option works
Can change active status
filesystem.RemoveSearchPaths accepts a wildcard pattern
Remove mod_* searchpaths when adding addon paths
Actually add new addons
Native reads new .addon format, can add addons without restarting
Added Rect corner accessors
Force scrollarea background to transparent
Addon list
Server addon loading
Rename AddonConf to LocalAddon
Clean up logging
Add a repeat counter on console message repeat
Addon Config, Solution Folders
DataModel tooltip, statustip, selection
TextEdit.GetAnchorAt
Clickable objects in console
Asset List filtering
Start organising for addon manager
MaterialIcon lookup fix
ListView control
Icon Attribute, MaterialIcon enum
Organize Qt defs
Bind pixmap
Create IAsset.def
Create IAssetPreviewSystem.def
Create IAssetSystem.def
Add Paint.Draw( rect, pixmap )
Add Utility.GetAssetThumb( path )
ModelProperty draws thumbnail
Refactoring
Expose the ModelEntity's Model as a property
Moved Model, Material, Texture into Engine.dll
Remove unused RouteDamageToNative
ModelProperty placeholder
If in full screen tools mode and open the console, disable full screen
Added console command "tcmd", which can be used to run events in tools realm
Added tool event commands editor.fulltoggle, editor.fulloff, editor.fullon
Bind f3 "tcmd editor.fulltoggle"
Add Input.GetBindingForButton( string buttonName )
Pressing F keys in editor will run those binds in game, even if the game doesn't have direct focus
Update entity list when entity parent changes
Reduce this DockWidget padding
Select server entity, if available
Split classes into files
Allow getting DisplayInfo to type to not inherit
Inspector navbar
Add Option.Enabled
Inspector back/forward with history
Added Paint.AntiAliasing
Add Widget.ToolTip, Widget.StatusTip
FloatEditor can have an icon instead
Add Angles Editor
Add Paint.SetBrush( image )
Color editor
Fix warnings
Fix titlebar dragging
Float, Vector2, Vector3 editors
Strings are editable in inspector
MaterialIcons latest
Fix MouseEvent buttons being wrong on mouserelease event
Add Widget OnMouseClick event
Add StringEditor
ObjectPicker
Fix game not visible in in-game console
We don't need the left column in the in game console now
MainLoop timings (didn't hook it up to anything yet)
DisplayInfo handles passing nulls
EntityRegistry runs tool events when entity added/removed
DataModel LayoutChanged
Added TreeView.UniformRowHeights
Initialize ModelIndex to -1 properly
Add managed QRectF to make interop things simpler
Add Assert.False
Paint.DrawText returns size rect
Implement our own ItemDelegate in c#
Painter SetFont, MeasureText
Add Painter.DrawMaterialIcon
Cleaned out unused tree shit
Add TextFlag for painting text (replaces/swallows Alignment)
PaneList restored
EntityList restored
Allow DataValueNode to be implemented using events
Entity list cleanup
Tree sorting and filtering tests
Option toggle callback
Entity list filtering, sort by age
Toolbar AddWidget, SetIconSize
Filter entities by string
Call entity.changed in tools context when dormant status changes
Added Rect Expand( x, y )
Don't call Dormant change callbacks if it didn't change
Don't create dockWidget if we have one
Label can use DataBind
Move Inspector code to addon
Inspector tweaks
Remove placeholder tabs in editor
qt update
Show inspector and entity list by default, maximize editor window by default
ComboBox don't swallow mouse wheel events by default
Draw panel hovered in panel tree
Made Paint a global static
Added EngineOverlay and "paintoverlay" event
Added Widget.NoSystemBackground, Widget.IsFramelessWindow
PanelList highlights selected panel on engine view
qt update (with pdb this time)
qt latest
Add managed widget classname for stylesheets
Fix hex color parsing to #RRGGBBAA instead of #AARRGGBB
Added Widget.AddClassName (add class names for stylesheet to hit on)
Add Widget.Polish()
Length.ToString
Treeview/node selection callbacks
TreeView.ShowHeader property
Add Utility.Inspect( object )
Open panel in inspector when selected in panel list
Panel tree mimicking old one
Move TreeNode to its own file
Mechanism to wait until tool addons are done compiling
Allow tools to get Root Panel list
Better exception when Sandbox.Reflection call fails
DockWidget gets widget events
OnVisibilityChanged events
Fix window not redrawing background properly
Added [Dock] attribute - allows creating new dock panels
Add PanelList dock
TreeView.Clear
Expose ReflectionNode
Fix disabled menu options looking exactly the same as non disabled
Frameless window can be resized by hovering an edge
Fix white box to the top left of the window when maximized multi-monitor
Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10
Can use tab to switch autocomplete/history items
Resize game frame on layout
Fix button calling OnClicked twice
Making menuBar, setMenuBar virtual
InteropGen: fixed static functions not generating properly
Make all the tool windows consistent with the editor