7,479 Commits over 3,622 Days - 0.09cph!
Ignore build hash for multiple list properties
Factor collection count into list control widget value hash for when collection is modified outside of control widget https://files.facepunch.com/layla/1b2511b1/sbox-dev_SIJY1NsYwk.mp4
Don't contribute ambient light from lights that are render excluded by camera
Remove DECLARE_ANIM_UPDATE_NODE, unused
Support long to enum in SerializedProperty.ValueToType - Fixes enum control widgets not working from ReflectionSerializedProperty
Fix SceneRenderingWidget.GetRay using wrong camera
Don't load shader compiler dll on dedicated server
Don't add resourcecompiler app system on dedicated server
Hook up SoundHandle.ElapsedTime
Show all enum flags in control widget, opt out with Hide attribute instead (We want the option to show All = Apple | Banana unless specified not to)
Make sure to destroy scene on widget destroy
Use SceneRenderingWidget for sound editor
Use SceneRenderingWidget for viseme editor
Use SceneRenderingWidget for texture editor
Shift click compile notice to open all files with errors
Fix typo in "Copy World Transform" - it was copying local transform
JsonIgnore bullshit in Transform
Fix whitespace being added as an asset type tag in search widget
Wait until shadergraph preview asset is compiled and up to date before reloading shader
Use VideoWidget for video widget test, delete VideoNativeWidget
Init AssetPickParameters_t defaults
Fix gizmo tests not initializing camera
GizmoSceneTest uses SceneRenderingWidget
SceneRenderingWidget manages its own gizmo instance
Disable gizmo push until I figure out what's wrong with it
Make sure things using scene rendering widgets calls Scene.EditorTick
Push gizmo scope in Scene.Push - Allows for gizmo rendering in SceneRenderingWidget.PreFrame
Don't call Scene.PreRender in SceneRenderingWidget, it's the job of Scene.EditorTick to call this so we ran the risk of this being called twice
Render to widget example in widget gallery uses SceneRenderingWidget
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
Use float control widget in curve editor
Delete FloatProperty
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it
Delete FloatSliderProperty
Allow slider paint override on FloatControlWidget with function override or action
Use FloatControlWidget for color picker HSV sliders
Create AssetPicker in control widgets with no parent - control widgets could be on a popup and we don't want the asset picker window to be deleted from under us
Start using EditorUtility.CompileShader
Fix mesh component export
Drop a breadcrum when playing audioplayer to get a clue on what's being played if there's a crash trying to open it
Use ResourceControlWidget for Animgraph
Delete ResourceProperty
Fix sort mode on publish page
Delete EnumProperty
Fix possible NRE in PathWidget
Don't use bind system for these control widgets, feels like the old way of doing things
There's a typo here in ModelRenderer.LocalBounds
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
Fix SoundTool using propertysheet instead of controlsheet
Fix obsoletes while I'm here
Make this readonly list so it can't be fucked with
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly