branchsbox-scenestaging/maincancel
263 Commits over 458 Days - 0.02cph!
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
AnimatedModel creates and updates bone GameObjects (not the best perf right now, but I will address it)
Add AnimatedModelComponent
Add SetAnimParameter functions for AnimatedModelComponent
Add CitizenAnimation component
Remove debug
Update AnimatedModelComponent with new getters for parameters
Components can be [Property] fields
Set keyframe physics time to arrive the same as the physics time step
Use Continuous by default
Add TransformInterpolate class
Character controller - don't bounce off floor
Fix character controller not grounding properly when walking up hill
GameTransform._local needs to compare to right transform
PlayerController uses FixedUpdate
Fixed update implementation
When transform changed, notify our children too
Disable fixed update for now
Clicking a GameObject in a GameObjectControlWidget will select it
Fill out TreeNode.HasDescendant for GameObjects
Fix colliders not rebuilding when editing transform or collider properties
Remove the debug gizmo text output in CharacterControllerHelper
Add OnValidate
Fix Surface defined multiple times
Refactor Scene class
Open scene menu when right clicking hierarchy tree background
Fix SpinComponent speed limit
Catch errors in undo
Fix GameObject.Clear not actually clearing shit
particles component
Tonemap sliders
Save and Restore scene session camera state
Use ProjectCookie for scene last opened
Enable colliders in editor session again
Fix character collider bugs
Fix scene saving not using the extension
Add some [Range] attributes
Post processing icons
Outline Highlight
Added some post processing components
Fix serialization changing component order
Clear scene when leaving play mode
Make internal PreRender non virtual
Enforce Scene GameObject.Id uniqueness, change Id and warn when adding a gameobject with a duplicate Id
Update scenes with all unique Ids
Implement BaseComponent.Awake, Start, OnDestroy & unit tests to enforce behaviour
Fixed cut just copying
Fixed duplicating and pasting not making unique ids
Fix game double ticking
Fix prefab world not rendering
Fixed prefab tree selection not working
Prevent trying to "play" prefab scenes
Change how PrefabFiles are loaded
Remove undo spam
Select root prefab object when opening prefab scene
Allow editorsession to initialize the scene camera position
Fix components not properly shutting down on prefab edit
Always Destroy/Shutdown components before removing from a GameObject
Give Prefab redirect scene a nice name
Fix Prefab instantiation
If the scene has a camera, use that as editor initial camera position first
Add Undo to AlignToView
Comment out unused menus
Update TurretComponent.cs
Update prefab_test.scene
Fix undo system capturing multiple rotations
Remove Action argument from undo system
Save selection with undo
Push object selections onto undo list
Each SceneEditorSession has its own selection set
Add CubemapFog component
Add BaseComponent.ExecuteInEditor
Add GradientFog component
Make everything obey ExecuteInEditor
Add gradient fog to player scene
GetComponent<> can find interfaces too
Add ToneMapping component (tonemapping defaults off)
Move CharacterController component to engine
Change how editor startup is handled (hotload keeps calling the static constructor)
Throw warnings when component not serializable because of TypeLibrary
Store camera state in sceneeditorsession, so we can have a different camera position per scene
Fix error when saving a scene with no path
Fix not finding gameobject references if they were deserialized after spawn
Refactor to wrap scenes being edited in an EditorSession
Add VolumetricFogVolume component (doesn't work)