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3,194 Commits over 944 Days - 0.14cph!
Renamed BuilderControllable to BuilderPlayer
BuilderPlayer.SetEntityProperty
Find absolute filename before trying to get full path when loading import settings file (requested filename might be relative to path stack)
Allow empty map name to pass valid map check until we can ask the gamemode to check it
Add FileSystem.TryGetFullPath to avoid throwing exception if not wanted
Fix generated code missing some namespaces
Forgot the proxies
Strip out the surface tracking with forces for space physics
Quaternion is serialized as pitch/yaw/roll
Include PropertyType
SetPropertyValue returns bool
Added SetPropertyJson
Color serialize fix
Colour editor temp
Replicated Proxies retain existing get/set if they exist
BoolProperty implement
Fixed vue components not updating when data changed in arrays
Entity List highlight selected entity
@button-active-color var
Fixed main menu toggle delay
Fixed warnings in proptext
Fixed menu swallowing everything
Calculate pivot rotation position clientside so RPC has less data to send
Rotate multiple selected objects around selection origin
Lerp block preview to target spawn position
Allow entities to predict their transform when owned by the local player
GetHashCode for Vector3, Quat
Trying for better property access (no caching yet)
Merge branch 'master' of SandboxGame
Update transform widget when toggling global axis setting
Test model capture thumbnails on UI
Use model capture entity for generating material thumbnails
Add SetPreviewMaterial to model capture
Add model capture entity for generating thumbnail textures for models
Fixed HUD not properly detecting changes in Dictionary
Fix obj importer not using saved import settings on reload. Fix mesh transform not transforming normals and tangents.
BuildTools uses dotnet msbuild
Fixed not writing Proxy.Generated.cs if didn't already exist
Merge branch 'master' of SandboxGame
Add super basic MTL importer
Proxy.Generated.cs intellisense errors
Add Help to the Property if no help and property has a comment
Set property name in proxy
Generate editor type default
BaseEntity properties tests
Stub GetProperties()
Save Entity Proxies as .Proxy.cs next to the file instead of a completely different folder
Only generate files when they changed
Merge branch 'master' of SandboxGame
PropertyAttribute additional properties
Auto run Sandbox.CodeGenerator on compile Sandbox.Unreal, relative paths fixes
Use full path when loading model import settings file
Add FileSystem.GetFullPath
Add modular village asset pack. Add Vector3 and Quaternion JsonConverters to engine project. Model library import settings can be loaded from json (import.json relative to asset path, only when no import settings are specified)
Don't re-create the property if not replicating
Fixed json leaks on Quaternion
BaseEntity can be proxied
Rough entity selection, properties
EntityJsonConverter
Don't define global Select on Object
Entity List Selectable
Sandbox.CodeGenerator wip
PropertyHandler returns with normalized whitespaces
Sandbox.Unreal don't compile files in Public/Entity
Some test attributes on the light entities
Move Attributes.cs to Sandbox.Public
Proxy files (todo: only proxy specific files?)
Merge branch 'master' of SandboxGame
Mark render state dirty when changing custom depth (this shouldn't be needed but sceneproxy ShouldOcclude is failing without it)
Add RPC for spawning construction blocks so the tool works in multiplayer
Move terrain tool to it's own folder
Add Facewound ParallaxProp entity
Fix entire in game HUD scrolling sometimes
Remove some changes made for debugging
Simple block based construction tool
GetProperties takes a Dictionary instead of creating a new one
GetProperties proxies call base class
Style tweaks
Moved Compiler Proxy stuff to its own dll
Add spawn entity RPC, call it in entity tool so the action is replicated.
Fix for dedicated server?
Add ReceiveInputWhenTransparent and ClickThroughAlphaThreshold to BaseHud
Added BaseEntity.SpawnFromEditor
Documenting VectorToOrientation
Merge branch 'master' of SandboxGame