userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

10 Months Ago
Remove old game templates (except minimal which won't work yet either)
10 Months Ago
Get rid of newlines/tabs/returns when outputting logs to status bar
10 Months Ago
Render the main camera if we're not in play mode (not sure about this yet) Get lowest priority camera for player controller (so we're not trying to control the viewmodel camera) Update cameras.scene
10 Months Ago
Remove SceneCamera.Enabled (isn't required)
10 Months Ago
Update to not use camera.Enabled
10 Months Ago
Add viewmodel camera test scene
10 Months Ago
Engine side of multiple scene cameras test (wip)
10 Months Ago
More api fixes
10 Months Ago
Api update
10 Months Ago
Engine side of multiple scene cameras test (wip)
10 Months Ago
Multiple scene cameras test (wip)
10 Months Ago
When saving editor layout, check for duplicates, make a popup window to confirm changes https://files.facepunch.com/tony/1b0211b1/parsecd_zJEhGE41dz.png Add default layout
10 Months Ago
Refactor conditional models to use tags instead of hard defined indexes. Add Clothing.Tags
10 Months Ago
Clothing: experiment with exposing conditional models (changing clothes to use different models based on occupied clothing slots)
10 Months Ago
Update component template to match new API
10 Months Ago
Moved HeaderBar folder up one to remove Editor directory warning
10 Months Ago
Ensure that clothing TargetModel has a standard scale, so it doesn't fuck up bounds (?)
10 Months Ago
Up the ZFar distance for clothing camera render so it's clear when bounds are way too big
10 Months Ago
Make ResourceControlWidget menu a modal, fixes it popping onto other monitors if near boundary
10 Months Ago
Fixed hotload getting very slow because of ConsoleWidget diagnostics clear (sorry 😩)
10 Months Ago
Change stack trace style a bit to show file path on a separate line if we have one https://files.facepunch.com/tony/1b2211b1/parsecd_LAii24egtt.png Adjust StackTraceProperty style more, copy to clipboard by clicking any part of the header, add tooltip
10 Months Ago
Expose render/exclude tags to CameraComponent
10 Months Ago
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
10 Months Ago
Raise the console when clicking status toggle buttons
10 Months Ago
Sort out padding for stack trace "copy to clipboard"
10 Months Ago
Don't throw if we fail to create dock widgets (error when loading editor layout that has nonexistent managed types, i.e error list, game project editor docks)
10 Months Ago
Console Window Improvements (#1332) * Added Status Bar console output * Moved log counts to the Status Bar * Moved stack trace to be inline with the Console * Removed Error List * Show all code editors in Preferences window, but disable editors that are not installed
10 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value Use ToolTip instead of StatusTip in a bunch of places Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago. Fix running EmptyAsync every time a log would come through even if it wouldn't display Replace async shit with frame event, forgot this existed Re-add icon def
10 Months Ago
Replace async shit with frame event, forgot this existed Re-add icon def
10 Months Ago
Dirty envmap probes when changing skybox tint
10 Months Ago
Change view "Restore to Default" to "Reset Layout"
10 Months Ago
Fix running EmptyAsync every time a log would come through even if it wouldn't display
10 Months Ago
Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago.
10 Months Ago
Use ToolTip instead of StatusTip in a bunch of places
10 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value
10 Months Ago
Add delete option to editor window layout manager
10 Months Ago
Added ability to save editor layouts and restore them (sbox/issues/1349) https://files.facepunch.com/tony/1b1911b1/parsecd_KuRA9SaPEO.mp4 Fixed duplicate "New Asset Browser" after hotloading tools
10 Months Ago
Dump test code for envmaps/sykbox dirtying envmaps
10 Months Ago
Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4
10 Months Ago
Expose overriding envmap face size, add SceneCubemap.RenderSize
10 Months Ago
Refactor to ZNear and ZFar properties to match Camera
10 Months Ago
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
10 Months Ago
Force re-render cubemap if m_bRenderDirty
10 Months Ago
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
10 Months Ago
Add SceneCubemap.RenderDirty()
10 Months Ago
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
10 Months Ago
Make PanelComponent partial (whoops)
10 Months Ago
Add some shorthand methods for PanelComponent
10 Months Ago
Keep selected object when starting play mode (sbox/issues/1340)
10 Months Ago
Would be good if I actually clamped this value