userTony Fergusoncancel
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434 Commits over 610 Days - 0.03cph!

Fix NRE when trying to access Game.Overlay stuff without a modal system
When cloning a GameObject, inherit name (unique) from source
Don't prompt scene saving for editor sessions that are GameEditorSession
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
Yesterday
Translation.TryConvert can perform implicit conversions Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦
5 Days Ago
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
6 Days Ago
Don't update Project.LastOpened when adding it from file
7 Days Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
7 Days Ago
AssetBrowser: Add "Delete Folder" option to Folders
7 Days Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
7 Days Ago
Make shortcuts very obvious by including them in tooltips
7 Days Ago
SceneTabList: middle mouse destroys scene session
7 Days Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
8 Days Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
8 Days Ago
Launcher: creating a new project uses Ident as the folder name instead of Title
11 Days Ago
Add up/down movement to gizmo FirstPersonCamera
12 Days Ago
Fixed Input.Released being stomped by controller input Comment out DISABLE_VK_LAYER_VALVE_steam_overlay_1 for now, it was disabling SteamInput (god knows why)
13 Days Ago
Add Reset to Default support for ControlSheet properties https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
13 Days Ago
Add EditorHandle for TextRenderer https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
14 Days Ago
Make a deep copy when getting common inputs Remove NetAttribute, LocalAttribute, PredictedAttribute (unused)
14 Days Ago
Scope to active scene time when ticking panels
14 Days Ago
"disconnect" now behaves closer to Source, by closing your game if it's not networked
15 Days Ago
Fied not showing the decrease grid size button (oops)
15 Days Ago
Two columns for input bind list
15 Days Ago
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
15 Days Ago
Save gizmo settings into a project cookie
15 Days Ago
Added toggle gizmos shortcut
15 Days Ago
Pass selection when editing tree nodes to support multi-select editing (https://files.facepunch.com/tony/1b1211b1/sbox_Ji28uTwTuF.mp4)
15 Days Ago
Delete duplicate Scenes\minimal.scene now that Windows has picked it up
15 Days Ago
Update minimal template scenes case sensitivity
15 Days Ago
cherry-pick: Fixed Input.Released/Pressed when using a controller
18 Days Ago
Show a big popup when you don't have a code editor installed and you try to open something
18 Days Ago
Add "Open Containing Folder" to scene tab buttons, found myself wanting this a few times this week
18 Days Ago
Fixed "folowing" typo I made a couple weeks ago when saving a scene
18 Days Ago
Prefab 2 -> Prefab PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
20 Days Ago
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
20 Days Ago
Cascade tag changes to ModelPhysics body shapes
22 Days Ago
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
25 Days Ago
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
25 Days Ago
Fixed from my las commit -_- Add unit test for cloning case with destroying a child gameobject
25 Days Ago
Don't serialize child GameObjects that are about to be destroyed
26 Days Ago
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
26 Days Ago
Fixed prefab node tree not hiding hidden GameObjects Temporary gameobjects have a different icon in the hierarchy Hidden GameObjects don't draw their gizmos A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
27 Days Ago
Add convar for toggling version overlay
27 Days Ago
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
27 Days Ago
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
28 Days Ago
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
28 Days Ago
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
28 Days Ago
Fixed not being able to drag in gameobjects to component control widgets, my bad
29 Days Ago
Add basic detection for external scene changes (such as from version control), make a dialog asking the user if they want to load or discard those changes (if they have the scene open) https://files.facepunch.com/tony/1b2911b1/parsecd_Tq3qDQ74Ki.mp4