3,308 Commits over 944 Days - 0.15cph!
Mirror rotation gizmo depending on direction from camera to gizmo
Add Circle.TracePartialEdge. Draw3D.SolidCircle angles in degrees instead of radians.
Angle gizmo hover detection. Make solid circle rotation basis consistent with wire version.
Add Draw3D.SolidCircle. Add start of rotation gizmo.
Add simple material tool. Rename construct tool to prop tool.
Hide property list if none
BaseEntity can have replicated props
BaseEntity.Name, customizable and namable
Fixed entity list missing key error
Give entities default names
Selection lines
CameraManager cache
No arrows
Cleanup
Multidrag only snaps the point you're holding to grid
Allow line primitives to be drawn with materials
Fixed QuadVertices
SkyLight editable
Fixed dedicated server error in SetupEnvironment
Added Player.CameraRotation
Added Rect.Expand
Handles are screenspace
ThreeAxis 2D dragging highlights both axis instead of drawing quad
GizmoShader
Grid uses a material, isn't pink
Resizable entity inspector and some other stuff
Move imgui back into engine addon because it's weird/annoying being separate
Remove the old inspector code
Add RequiresAuthority attribute, inspector will make those properties readonly when it doesn't have authority
Freeze imgui textbox value while it has focus
Add ColorOptions attribute for turning off the alpha channel etc, also support readonly flag
Fix ColorInput's color not showing up sometimes
Switch color picker to use Color values (instead of Color32)
Use the color picker in the map builder too
Add generic color picker component, hook it up to imgui and inspector
Remove lazy Draw3D.PhysicsAsset
Add Quaternion helper funcs FromPitch, FromYaw, FromRoll
Try drawing Axis1D as 3 sided cylinder so it can be bloomed
Add static vertex lit material to gizmo so handles can change brightness
Render foreground primitives into custom depth buffer, commented out if we ever need it.
Disable separate translucency so foreground primitives render ontop of translucent surfaces too
Mark editable mesh as dirty after vertex edit
Default to vertex lit material when no material specified for Draw3D
Render PDI primitives in overlay render event, enabling foreground rendering in non editor builds.
Range attribute adds a slider to numeric fields in the inspector
Fix range attribute step
Add slider field
Add Header, Range, and Multiline attributes
Handle hover in screenspace
Gizmo Grouping
Added Ray.Project
Added Input.MousePosition
Added Rect.BottomRight, Rect.Normalized
Renamed DrawBox to DrawLinedRect
Fixed DrawRect only drawing in white
Added AddSelection, ClearSeleciton, RemoveSelection
Added Rect.FromSize, Rect.FromCorners
Draw2D.DrawLineRect takes a Rect instead of pos/size
Added Rect.Move
Added Screen static class
Added Rect.Contains
Draw2D.DrawBox fixes
Fixed Popper warning
Gizmo Rect Dragging
Rect Dragging handle selection
Maintain property accessibility modifiers in generated proxies
Replace another finalizer that would never be called with Destroyed
Fix filesystem watcher leak
Fix Inspector.RenderDefault
Fixed ParentSelected being applied wrong
Color/Line Width stacks
Merge branch 'master' of SandboxGame
Revert "Fixed vue not reacting to variable changes (again)"
This reverts commit 5623324fa81ebbb7bef4e18a58285868f1c3e137.
Fix combine() mutating arrays the wrong way
Fixed vue not reacting to variable changes (again)
Gizmo Stack
EditableMesh EditorGizmos
Merge branch 'master' of SandboxGame
Make properties with non-public setters show as readonly in inspector
Fix in game console scrolling
Add HudComponent.Destroyed, hide a bunch of HudComponent stuff that should be private/internal