642 Commits over 976 Days - 0.03cph!
Define SerializedProperty.IsEditable in inherited types where possible (ReadOnlyAttribute or !CanWrite)
https://files.facepunch.com/tony/1b1311b1/sbox_R9sUMW3RGj.png
Scene: Copy / Paste (As Child) supports multiple objects
Scene: Cut supports multiple selection, fixed paste NRE if no selection, use the scene as a fallback
Scene: add multi-select duplicate support
Get rid of angle pitch jitter in scene view
Remove ConVar.Replicated and associated code
Editor: Remove Game tab, moved "Project Settings" to Edit, moved "Open Project in Explorer" to File
Remove ConVar.ClientData and associated code
Remove f5 screenshot from user_keys_default.vcfg
Add Edit/Play menu option, with F5 keyboard shortcut
Add orthographic view support to camera gizmo https://files.facepunch.com/tony/1b1111b1/sbox_FDMS0kbBzH.mp4
Fixed cell hover color not being set, and fixed cursor type
Adjust alignment of keyboard code cell for consistency
Add inline support for gamepad code
Add tooltip to gamepad cell
Add inline keyboard code editing to InputActionPanel
https://files.facepunch.com/tony/1b1011b1/sbox_1Wb5szvOnF.mp4
Added some features to input actions editor, sorted categories (collapsible, persistent)
Expose Scene.NetworkFrequency to SceneInspector
Update game.minimal template, very simple default scene, example component
Fixed error when trying to creating a new component
Use EditorTypeLibrary for ComponentTemplate type search
BaseComponent reference -> Component
Remove out of date code files from game.minimal, made it empty for now
Don't exclude png files from base/materials dir (let me know if this is intentional, the only other file I could find was a grain LUT), fixes gizmo images not being shipped
Moved gizmo materials from testbed
Promote CameraComponent.AddHookAfterTransparent/AddHookBeforeOverlay to public so they can be used in games
Remove a couple of obsolete docs causing warnings
Remove old game templates (except minimal which won't work yet either)
Get rid of newlines/tabs/returns when outputting logs to status bar
When saving editor layout, check for duplicates, make a popup window to confirm changes
https://files.facepunch.com/tony/1b0211b1/parsecd_zJEhGE41dz.png
Add default layout
Refactor conditional models to use tags instead of hard defined indexes. Add Clothing.Tags
Clothing: experiment with exposing conditional models (changing clothes to use different models based on occupied clothing slots)
Ensure that clothing TargetModel has a standard scale, so it doesn't fuck up bounds (?)
Up the ZFar distance for clothing camera render so it's clear when bounds are way too big
Make ResourceControlWidget menu a modal, fixes it popping onto other monitors if near boundary
Fixed hotload getting very slow because of ConsoleWidget diagnostics clear (sorry 😩)
Change stack trace style a bit to show file path on a separate line if we have one
https://files.facepunch.com/tony/1b2211b1/parsecd_LAii24egtt.png
Adjust StackTraceProperty style more, copy to clipboard by clicking any part of the header, add tooltip
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
Raise the console when clicking status toggle buttons
Sort out padding for stack trace "copy to clipboard"
Don't throw if we fail to create dock widgets (error when loading editor layout that has nonexistent managed types, i.e error list, game project editor docks)
Console Window Improvements (#1332)
* Added Status Bar console output
* Moved log counts to the Status Bar
* Moved stack trace to be inline with the Console
* Removed Error List
* Show all code editors in Preferences window, but disable editors that are not installed
Change view "Restore to Default" to "Reset Layout"
Add delete option to editor window layout manager
Added ability to save editor layouts and restore them (sbox/issues/1349) https://files.facepunch.com/tony/1b1911b1/parsecd_KuRA9SaPEO.mp4
Fixed duplicate "New Asset Browser" after hotloading tools
Add SceneCubemap.RenderDirty()
Pass streamer events to IGameMenuDll
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
Let speech recognition API work in GameMenu realm
TTS: Expose voice selection to Synthesizer
+ Synthesizer.InstalledVoices
+ Synthesizer.TrySetVoice( string name )
+ Synthesizer.TrySetVoice( string gender, string age )
Added ProjectedDecalSceneObject
- Removed SceneWorld related methods in DecalSystem that I added previously
- Doesn't support receiving lightmap info (yet)
Add longer timeout for Sandbox.Http