branchsbox/hammer-gizmoscancel
11 Commits over 61 Days - 0.01cph!
Don't draw editor gizmos if "show game objects only"
Wrap map entity in a static EditorEntity class, expose if it's selected, transform, etc. usable within game code.
Hammer: managed traces add their trace info within list of native Hammer traces, can order themselves alongside native traces so we don't cock block others
Managed gizmos suppress native Hammer manipulators.. doesn't work in some cases, probably need to do a different way
SerializedEntity: right now it's just an accessor for MapEntity keyvalues
ui_text shader works in Hammer now (why do we need ToolsVis mode for this?)
Move rest of HammerGizmos to Sandbox.Tools, call static DrawGizmo on entities
Hammer gizmos using the ISceneView now
Iterate map entities, find their matching type and call static method DrawGizmo within a Gizmo.Scope
Move Hammer Gizmo instance to be owned by MapView
Iterate map entities, find their matching type and call static method DrawGizmo within a Gizmo.Scope
Hammer gizmos using the ISceneView now
Quick slap up of our gizmos in Hammer mapview sceneworlds
https://files.facepunch.com/matt/1b1411b1/sbox-dev_buClDYa88x.png