branchsbox-scenestaging/maincancel
255 Commits over 397 Days - 0.03cph!
Fix GetComponents getting components of disabled GameObjects
Fixed children gameobjects not disabling properly
Put a decal in the volume fog cave
Fix model not getting updated in ModelRenderer
Unit test fix
Made everything else protected
Cleanup
Make OnValidate protected
FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor
Update renamed to OnUpdate, made protected
OnStart is protected
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
Fix missing player in volume fog scene
Batch component callbacks nicer
Tags show differently depending on whether they're inherited or not
Added OnTagsChanged, tags cascade to child objects
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
Remove all these test particles from triggers scane
Nicer Task handling for GameObject/Component
GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Remove drag tags when dropping into scene
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Fix GameObject/Component references not filling in disabled objects
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Add TextRenderer component
Add AnimatedModel.Set
Ik placeholder
GameObjectControlWidget shows the full GameObject path
Add ITintable
Fix errors when trying to Set animated model parameters when no SceneObject exists
Update bloom defaults
Fog scene
Fix NRE
Fix exception whe ncopying
Remove debug
Fill out menu screen slightly
People want to do new GameObject, not GameObject.Create. They get confused and angry.
Reposition collider when updating
Add sliders to ScreenPanel
Scene menu
Load menu scene on startup
Fix oob exception if delete a bunch of children in update
Fix particles updating using RealTime instead of Time
Fix updating physicsbody position instead of keyframebody position
Return to menu on escape component
CitizenAnimation EyeSource, LookAtObject tests
Rename ColliderBaseComponent to Collider, add ICollisionListener
SceneViewWidget ignore Camera.Ortho
Add alternate to SceneUtility.Instantiate
Add Orthographic options to camera component
Add Range to SpotLightComponent
Add ITriggerListener
https://files.facepunch.com/garry/284b5018-18e7-4b4c-a846-1851498c8955.mp4
Fix player controller body pitching
Add BaseComponent.OnComponentActivated, OnComponentDeactivated
CharacterController obeys IgnoreLayers
ParticleSystem checks control points are valid before using them
Trigger test scene
Add experimental/temporary ragdoll capabilities
GameTagsControlWidget is TagSetControlWidget, works on any ITagSet
Copy/Paste/Reset transform
GameTags implements ITagSet
Copy tags to sceneobjects and shapes
Add GameObject.Tags
Serialize Tags
Fix Transform lerping from World instead of local
Tag editor widget
Allow setting the position of a physics body
AnimatedModelComponent Footstep Event, DropObjectOnFootstep example component
Fix CameraPhysicsDebug start pos
Use BodyGroups selector (I hate this)
Move scenes out of root
Move components
Cleanup test scenes
Update the animation in the editor too!
Bone merge basics
Nicer bone merging
Threaded animation updates by default
Update particle scene
Use Transform proxies instead of copying the transforms