branchSandboxGame/mastercancel
2,064 Commits over 944 Days - 0.09cph!
Fix plane basis of plane builder
Right click with material tool to sample material under cursor
Move selection gizmo logic to selection tool
SpotLight gizmo
Capture thumbnails for material tool
Fix preview scene lighting settings not updating
SkyLight takes a TextureCube asset instead of cubemap name
Register UID for TextureCube and RenderTexture. Add get parameter value functions to Material.
Add stream constructor to ZipFileSystem. Add Texture.FromImage
Add asset UID to lookup when taking
Add helper face material getter to hit result
Add Material.GetParameterNames
Add uid to texture2d using asset user data
Fix loading cubemaps from 6 images. Fix Texture.SetData when using offset.
Reset selection tool when switching from and to
Add Gizmos.Handle.Line. Add edge edit mode.
Add plane builder and plane primitive tool
Add depth offset to grid material to avoid z-fighting
Remove old gizmo code, tool bar snap settings use new gizmo settings
Split Gizmo.Three into 3 single angle gizmos
Implement Gizmo.ThreeAngles
Try only drawing active axis disc of rotation gizmo
Stop unreal from rendering translucent view mesh elements so we have full control over it. Move all personal projects to separate repo.
Adjust gizmo hidden color slightly
Add dev white and dev gray materials
Mirror rotation gizmo depending on direction from camera to gizmo
Add Circle.TracePartialEdge. Draw3D.SolidCircle angles in degrees instead of radians.
Angle gizmo hover detection. Make solid circle rotation basis consistent with wire version.
Add Draw3D.SolidCircle. Add start of rotation gizmo.
Add simple material tool. Rename construct tool to prop tool.
Allow line primitives to be drawn with materials
Remove lazy Draw3D.PhysicsAsset
Add Quaternion helper funcs FromPitch, FromYaw, FromRoll
Try drawing Axis1D as 3 sided cylinder so it can be bloomed
Add static vertex lit material to gizmo so handles can change brightness
Render foreground primitives into custom depth buffer, commented out if we ever need it.
Disable separate translucency so foreground primitives render ontop of translucent surfaces too
Mark editable mesh as dirty after vertex edit
Default to vertex lit material when no material specified for Draw3D
Render PDI primitives in overlay render event, enabling foreground rendering in non editor builds.
Add Draw3D.Mesh and Draw3D.Quad
Fix reading too many palette colors
Cull adjacent touching faces
MagicaVoxel VOX model importer
Avoid allocs in ReadStructuresFromStream by using Span
Move useful binary to structure functions to Sandbox.Public
Add projection mode and ortho settings to ViewInfo
Delete key resets polygon tool. Use last polygon point as extrude origin
Snap point direction to 45 degree angles when left control is down
Replace cylinder builder code with polygon builder
Draw last polygon line in different color
Allow polygon builder to specify inside out when setting points
Detect polygon winding so inside out polygon can be controlled
Project polygon vertices to plane using plane quaternion forward and right instead of plane basis
Serialize polygon builder
Add labels to polygon tool for edge length and extrude distance