642 Commits over 976 Days - 0.03cph!
Fixed prefab node tree not hiding hidden GameObjects
Temporary gameobjects have a different icon in the hierarchy
Hidden GameObjects don't draw their gizmos
A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
Add convar for toggling version overlay
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
Fixed not being able to drag in gameobjects to component control widgets, my bad
Add basic detection for external scene changes (such as from version control), make a dialog asking the user if they want to load or discard those changes (if they have the scene open) https://files.facepunch.com/tony/1b2911b1/parsecd_Tq3qDQ74Ki.mp4
ComponentControlWidget: Support dragging in components where there might be multiple of them in a GameObject
Sod that, remove Input.VR.IsActive
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
Include "vr" in connection userdata
Use TextAreaAttribute for TextRenderer
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
Update DecalRenderer SceneObject when Size / Material is changed programmatically
Convert ComponentTypeSelector TextEdit to LineEdit
Change save dialog width and change the icon
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
Fixed VS Code open file, now opens code workspace at specific path/line/column
Add CameraComponent.RenderToTexture
Show project close dialog when switching project too
Add close dialog when closing the editor main window, checking all loaded editor scenes
https://files.facepunch.com/tony/1b1011b1/parsecd_xYoAHD6h6B.png
Add popup dialog when closing a scene that has unsaved changes - next up multiple scene dialog
https://files.facepunch.com/tony/1b1011b1/parsecd_AQsMHNci5r.png
Update template.gitignore to ignore some editor project files
Add support for (de)serializing component fields
Don't use the same assembly twice
Component Version Upgraders (#1431)
https://docs.facepunch.com/doc/component-versioning-2fVhFt2lJp
Update RazorComponentTemplate to use TextArea
Add TextAreaControlWidget, supports properties using TextAreaAttribute
https://files.facepunch.com/tony/1b0811b1/parsecd_Hhi72QodaJ.png
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
Re-plug in speech synthesizer play return
Fixed not loading the startup scene fallback when loading a project
Fixed decals projecting down instead of forward
Can use HideInEditor to hide components in component selector
Fixed play toggle not working while focused on the game
You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
Fix SceneTrace.WithAnyTags using WithAllTags
Fixed aoproxy crash when changing model
Don't render AO proxies if we're not casting shadows
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
Pass tags to envmap probes in prep for having control over them
Make sure to pass tags to light SceneObjects
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
Fix row spacing for ListView using ItemAlign.SpaceBetween when item count is 1
Scene view falls back to a set background color if we don't have a camera (and gives prefab editor a standard look)
Fixed all treeviews being broken :dizzy_face:
Fixed DecalRenderer not creating its sceneobject when created programmatically
Clamp SceneCamera.Rect input so we can't crash the game
Clamp camera width and height to always be non-zero to prevent crashing
VectorControlWidget can pass RangeAttribute details to its fields
CameraComponent.Viewport type change, use RangeAttribute to clamp in UI https://files.facepunch.com/tony/1b1411b1/sbox_g6X5TNg4fQ.png
Scene: add GameObject and Component querying to hierarchy
- GameObject querying uses Contains
- Component querying requires a full type match
https://files.facepunch.com/tony/1b1411b1/sbox_XIfJhgo8Sb.mp4
Added multiple camera rendering support and exposed camera viewports
- Added CameraComponent properties
- CameraComponent.Priority
- CameraComponent.Viewport
https://files.facepunch.com/tony/1b1311b1/sbox_hUq2v5P1Zx.mp4