branchsbox/gizmos-in-enginecancel
9 Commits over 0 Days - ∞cph!
Entity.Client - I think this is our desired outcome - with less complication
Suppress buttons properly when interacting with gizmos
https://files.facepunch.com/garry/886588d5-f454-498b-a8eb-c3a076fc5815.mp4
Keep gizmo cursor position legit when game doesn't have mouse focus
Add Editor.Utility.InspectorObject (usable in game addons)
Enable gizmo pressing in game
https://files.facepunch.com/garry/2ee9c2e5-4c48-4b2a-94df-343661c7ed7f.mp4
Better scopes
Hover input
https://files.facepunch.com/garry/6b662b66-8ab9-4bc2-84df-372b398e2f35.mp4
Separate Gizmo instances for server tick, client tick
Remove unused
Disposed protect World.DeletePendingObjects
SceneCamera.Worlds automatically removes deleted worlds
Gizmo.Instance can be disposed
Move gizmos folder to engine
Run static constructors in sandbox.engine after bootstrap has initialized, because not everything will be loaded yet
Make some gizmo stuff public so it all compiles