612 Commits over 884 Days - 0.03cph!
Re-plug in speech synthesizer play return
Fixed not loading the startup scene fallback when loading a project
Fixed decals projecting down instead of forward
Can use HideInEditor to hide components in component selector
Fixed play toggle not working while focused on the game
You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
Fix SceneTrace.WithAnyTags using WithAllTags
Fixed aoproxy crash when changing model
Don't render AO proxies if we're not casting shadows
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
Pass tags to envmap probes in prep for having control over them
Make sure to pass tags to light SceneObjects
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
Fix row spacing for ListView using ItemAlign.SpaceBetween when item count is 1
Scene view falls back to a set background color if we don't have a camera (and gives prefab editor a standard look)
Fixed all treeviews being broken :dizzy_face:
Fixed DecalRenderer not creating its sceneobject when created programmatically
Clamp SceneCamera.Rect input so we can't crash the game
Clamp camera width and height to always be non-zero to prevent crashing
VectorControlWidget can pass RangeAttribute details to its fields
CameraComponent.Viewport type change, use RangeAttribute to clamp in UI https://files.facepunch.com/tony/1b1411b1/sbox_g6X5TNg4fQ.png
Scene: add GameObject and Component querying to hierarchy
- GameObject querying uses Contains
- Component querying requires a full type match
https://files.facepunch.com/tony/1b1411b1/sbox_XIfJhgo8Sb.mp4
Added multiple camera rendering support and exposed camera viewports
- Added CameraComponent properties
- CameraComponent.Priority
- CameraComponent.Viewport
https://files.facepunch.com/tony/1b1311b1/sbox_hUq2v5P1Zx.mp4
Define SerializedProperty.IsEditable in inherited types where possible (ReadOnlyAttribute or !CanWrite)
https://files.facepunch.com/tony/1b1311b1/sbox_R9sUMW3RGj.png
Scene: Copy / Paste (As Child) supports multiple objects
Scene: Cut supports multiple selection, fixed paste NRE if no selection, use the scene as a fallback
Scene: add multi-select duplicate support
Get rid of angle pitch jitter in scene view
Remove ConVar.Replicated and associated code
Editor: Remove Game tab, moved "Project Settings" to Edit, moved "Open Project in Explorer" to File
Remove ConVar.ClientData and associated code
Remove f5 screenshot from user_keys_default.vcfg
Add Edit/Play menu option, with F5 keyboard shortcut
Add orthographic view support to camera gizmo https://files.facepunch.com/tony/1b1111b1/sbox_FDMS0kbBzH.mp4
Fixed cell hover color not being set, and fixed cursor type
Adjust alignment of keyboard code cell for consistency
Add inline support for gamepad code
Add tooltip to gamepad cell
Add inline keyboard code editing to InputActionPanel
https://files.facepunch.com/tony/1b1011b1/sbox_1Wb5szvOnF.mp4
Added some features to input actions editor, sorted categories (collapsible, persistent)
Expose Scene.NetworkFrequency to SceneInspector
Update game.minimal template, very simple default scene, example component
Fixed error when trying to creating a new component
Use EditorTypeLibrary for ComponentTemplate type search
BaseComponent reference -> Component
Remove out of date code files from game.minimal, made it empty for now
Don't exclude png files from base/materials dir (let me know if this is intentional, the only other file I could find was a grain LUT), fixes gizmo images not being shipped
Moved gizmo materials from testbed
Promote CameraComponent.AddHookAfterTransparent/AddHookBeforeOverlay to public so they can be used in games
Remove a couple of obsolete docs causing warnings
Remove old game templates (except minimal which won't work yet either)
Get rid of newlines/tabs/returns when outputting logs to status bar
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
Refactor conditional models to use tags instead of hard defined indexes. Add Clothing.Tags
Clothing: experiment with exposing conditional models (changing clothes to use different models based on occupied clothing slots)
Ensure that clothing TargetModel has a standard scale, so it doesn't fuck up bounds (?)
Up the ZFar distance for clothing camera render so it's clear when bounds are way too big
Make ResourceControlWidget menu a modal, fixes it popping onto other monitors if near boundary