4,331 Commits over 1,552 Days - 0.12cph!
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
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
Project page uses control sheet
Delete RuntimeAddonPage, not used anymore?
Publish finalize page uses control sheet
Add FolderControlWidget
Standalone review page uses control sheet
Package references uses control sheet
InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed
Move input actions back to sandbox.system
Expose ControlModeSettings
Supported Control Modes uses control sheet
Add CustomEditor for NamedEditor "keybind"
InputActionPanel modal uses control sheet
Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed
CompilerPage uses control sheet
Get rid of property sheet usage in widget gallery
Shadergraph: Use control sheet for preview settings popup
OpenPropertySheet -> OpenControlSheet
Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead
ActionBasedSerializedProperty can provide attributes
Page scene view uses control sheets
Page notifications uses control sheets
Set tooltips for static control sheet properties
Page networking uses control sheets
Add ControlSheet.AddProperty for expression to easily add static properties
Add code editor control widget
delete preferences.build event
Title current code editor so it can show up titled in settings
Page general uses control sheets
Give some hitbox depth bias to capsule collider gizmo
Shadergraph: Fix preview ShowSkybox option
Fix SceneRenderingWidget not calling PreRender
Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
Fix CameraComponent.ScreenNormalToRay
Remove this old sound capture code from soundsystem
Lock mutex when encoding audio frame for videorecorder
Only move nav mesh agent on transform change if the position actually changed - Fixes agents not moving correctly with skinned meshes with bone objects enabled, transform changed is getting thrashed
Resave template prefabs, some of them have missing materials
Model attachments has a dispose, use it on model reload
Add CookieContainer.TryGet<T>
Object menu filters out prefab assets that don't have a source file - some old compiled hammer prefabs are hanging around?
Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7)
Scan for resource compilers on properties, try and compile images
Don't read file twice in managed compile when there's a IResourceCompiler