branchsbox/particle-scene-objcancel
9 Commits over 0 Days - ∞cph!
Store SceneWorld in OnNativeInit
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Destroy client side children on non client only entities
Only delete children if they're client only
Add BlendIndices and BlendWeights vertex attribute type
Finalize modelbuilder properly
Forgot about this
Merge branch 'master' of sbox
Add ModelBuilder.AddBone
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
ColorHsv Fixes
Add ColorHsv.WithHue etc
Property.SetValue tries to use implicit converter (although I don't think this does shit)
Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos )
Data Binding use PropertyAttribute.SetValue
Merge branch 'master' of sbox
Remove borders from box panel drawing routine
Trace.Ignore can optionally ignore hierarchy or not
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Mesh.CreateBuffers can optionally calculate bounds for you
Added Hammer.Path
Merge branch 'master' of sbox
Oops, actually make it calculate the bounds
Add BBox.ToString
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Merge branch 'master' into particle-scene-obj
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Make SceneObject.All a read only list
Done properly and remove old attempt at wrapping IParticleCollection
Far simpler approach to fetching and interfacing with particle system scene objects