1,004 Commits over 914 Days - 0.05cph!
Remove out of date code files from game.minimal, made it empty for now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
Remove SceneCamera.Enabled (isn't required)
Engine side of multiple scene cameras test (wip)
Engine side of multiple scene cameras test (wip)
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
Fixed hotload getting very slow because of ConsoleWidget diagnostics clear (sorry 😩)
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
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
Raise the console when clicking status toggle buttons
Sort out padding for stack trace "copy to clipboard"
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)
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
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
Replace async shit with frame event, forgot this existed
Re-add icon def
Change view "Restore to Default" to "Reset Layout"
Fix running EmptyAsync every time a log would come through even if it wouldn't display
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.
Use ToolTip instead of StatusTip in a bunch of places
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
Add delete option to editor window layout manager
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
Expose overriding envmap face size, add SceneCubemap.RenderSize
Refactor to ZNear and ZFar properties to match Camera
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
Force re-render cubemap if m_bRenderDirty
Add SceneCubemap.RenderDirty()
Would be good if I actually clamped this value
Experiment moving log counts to status bar
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
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
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
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon)
StackTraceProperty row clicks can use CodeEditor again
Move some code back to Engine, raise console dock when clicking status bar log
Clear status bar on compile, remove test button
Sort diagnostics by severity / project, so errors are output last on compile
ConsoleEntry refactor, can read simple stack of diagnostic messages now