612 Commits over 884 Days - 0.03cph!
Fied not showing the decrease grid size button (oops)
Two columns for input bind list
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
Save gizmo settings into a project cookie
Added toggle gizmos shortcut
Pass selection when editing tree nodes to support multi-select editing (https://files.facepunch.com/tony/1b1211b1/sbox_Ji28uTwTuF.mp4)
Delete duplicate Scenes\minimal.scene now that Windows has picked it up
Update minimal template scenes case sensitivity
cherry-pick: Fixed Input.Released/Pressed when using a controller
Show a big popup when you don't have a code editor installed and you try to open something
Add "Open Containing Folder" to scene tab buttons, found myself wanting this a few times this week
Fixed "folowing" typo I made a couple weeks ago when saving a scene
Prefab 2 -> Prefab
PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
Cascade tag changes to ModelPhysics body shapes
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
Fixed from my las commit -_-
Add unit test for cloning case with destroying a child gameobject
Don't serialize child GameObjects that are about to be destroyed
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
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
Add convar for toggling version overlay
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
Fixed not being able to drag in gameobjects to component control widgets, my bad
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
ComponentControlWidget: Support dragging in components where there might be multiple of them in a GameObject
Sod that, remove Input.VR.IsActive
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
Include "vr" in connection userdata
Use TextAreaAttribute for TextRenderer
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
Update DecalRenderer SceneObject when Size / Material is changed programmatically
Convert ComponentTypeSelector TextEdit to LineEdit
Change save dialog width and change the icon
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
Fixed VS Code open file, now opens code workspace at specific path/line/column
Add CameraComponent.RenderToTexture
Show project close dialog when switching project too
Add close dialog when closing the editor main window, checking all loaded editor scenes
https://files.facepunch.com/tony/1b1011b1/parsecd_xYoAHD6h6B.png
Add popup dialog when closing a scene that has unsaved changes - next up multiple scene dialog
https://files.facepunch.com/tony/1b1011b1/parsecd_AQsMHNci5r.png
Update template.gitignore to ignore some editor project files
Add support for (de)serializing component fields
Don't use the same assembly twice
Component Version Upgraders (#1431)
https://docs.facepunch.com/doc/component-versioning-2fVhFt2lJp
Update RazorComponentTemplate to use TextArea
Add TextAreaControlWidget, supports properties using TextAreaAttribute
https://files.facepunch.com/tony/1b0811b1/parsecd_Hhi72QodaJ.png
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again