7,560 Commits over 3,653 Days - 0.09cph!
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
Fix console collapsing different stack traces
Remove the need for BoolProperty
Remove the need for IntProperty
Remove all property editors not directly used in code still
Move particle control widgets to Widgets/ControlWidgets, make ParticleFloatConfigPopup inaccessible, only the control widget use it
Delete AudioDistanceFloatProperty, just have AudioDistanceFloatControlWidget
FolderProperty -> FolderEdit, Move FolderControlWidget to tools addon
Delete PropertyEditorWidget
Fix mass center override gizmo not updating when not dynamic (editor forces rigidbody to static)
Prefab file loads cached scene on post load if needed - Fixes prefabs referenced in resources not loading the prefab scene
Use WorldTransform/LocalTransform
Drop model as static prop based on model archetype
Add Scene.Trace.Rotated to allow for tracing rotated boxes or capsules (this already worked with FromTo( Transform, Vector ) but it's not obvious enough because no one knew it was there
Add simulation space option for particle force https://files.facepunch.com/layla/1b1511b1/sbox-dev_wMFfk99UTS.mp4
Remove remaining usage of Transform.World/Local
Use WorldTransform instead of Transform.World in engine code
Order block tools, select current tool in combo box
Fix exception in TreeNode.SetChildren
Delete property sheet cya
Block tool uses control sheet
Path tool uses control sheet
InputActionPanel uses input action proxy for now because we can't move the fucker