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277 Commits over 213 Days - 0.05cph!

6 Months Ago
Remove all these test particles from triggers scane
6 Months Ago
Custom particles (#80)
6 Months Ago
Namespace cleanup
6 Months Ago
Fix SpriteRenderer component
6 Months Ago
Add some common particle shapes
6 Months Ago
ComponentSheet group styles
6 Months Ago
Add particles to create menu Optimize querying ParticleFloat/ParticleGradient
6 Months Ago
Fix rebuilding shapes every update :S
6 Months Ago
Prefabs work as they should Collision indicator has partcles Fix scene thumbnails not generating properly Fix collider warning (because it expects to be initialized before children) Fix triggers invalid json
6 Months Ago
Rename particle scene to Source Particles to avoid confusion
6 Months Ago
Particle prewarm, controllers, and opaque mode
6 Months Ago
Add ParticleGradient
6 Months Ago
Motion blur test scene
6 Months Ago
Add descriptions for particle scenes Make particle sequence time multi-component, so we can have direct set and/or time scale
6 Months Ago
ComponentSheet groups are nicer, folding Particle CollisionIgnore works Particle SheetSequence group Shader uses new helper classes
6 Months Ago
Fix editor scene time Compile fix Fixed sprite shader fog
6 Months Ago
Nicer Task handling for GameObject/Component
6 Months Ago
Can debug draw Scene.PhysicsWorld with physics_debug_draw Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Tracked pose component has "Use Relative Transform" property Expose render/exclude tags to CameraComponent VR component cleanup, update VR test scene - Renamed components to better reflect their functions, dropped Component suffix - Drop update types - I can't think of a reason why you *wouldn't* want these to update constantly, but feel free to tell me if I'm being dumb - Comment everything for when our editor UI shows this stuff Fix Collider component not cleaning up its OnTagsChanged event Add GameObject.GetOrAddComponent<T> (#78) * Add GetOrAddComponent<T> * Behave more like EntityComponentSystem.GetOrCreate GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD Merge branch 'main' into custom-particles
6 Months Ago
GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD
6 Months Ago
Update to latest api changes
6 Months Ago
Add Network.AssignOwnership Don't try to do NetworkUpdate if no network Added Network.Spawn( channel ) Changed RenderOverlay to IRenderOverlay Add INetworkListener Print joins and leaves in chat Host creates the player object, rather than having player create their own Update for IRenderOverlay Call SceneNetworkSystem.OnChangingScene when loading a scene
6 Months Ago
Refresh the lobby list We don't need this scene now
6 Months Ago
Redraw network status on change
6 Months Ago
Disconnect from server when leaving scene
6 Months Ago
Don't delete all network objects on disconnect if Id is empty
6 Months Ago
Don't send empty chat
6 Months Ago
Give scenes title and description Scene ignore Lerp SceneNetworkSystem keep map name up to date Send a final update before dropping ownership List lobbies on menu, show scene descriptions
6 Months Ago
Move ObjectMessages to here
6 Months Ago
Handle new packed rpc arguments Carrying tweaks
6 Months Ago
GameObject inspector header cleanup
6 Months Ago
Refactoring
6 Months Ago
Clean RPC system, ownership taking, renouncing
6 Months Ago
Add a spinner to test network jitter
6 Months Ago
Chat UI component
6 Months Ago
Fixed lerp stomping IsProxy checks for parent NWO Define network frequency in scene, allow network transforms to extrapolate PhysicsComponent read/write physics velocities GameTagsControlWidget create a TagSet is null IkReachOut ignore collision layer Allow keyframe proxy colliders twice as much time to arrive
6 Months Ago
Name tweaks
6 Months Ago
Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Merge branch 'main' into networking Keep deserializing when component missing Don't serialize default values in GameObject NetworkObject isn't a component, add checkbox for networking to go
6 Months Ago
Nicer network status, dropdown menu
6 Months Ago
Don't self destruct proxies Don't draw text if there is no text Give players a nametag Set network instance to null when disposed Change cube launch angle
6 Months Ago
Disconnect when play stop Lobby list scene More global usings Component to automatically create a lobby
6 Months Ago
This can be neater now Conna fixed that stuff
6 Months Ago
Don't update physics position from physics if we're a proxy RPC poc RPC attribute POC
6 Months Ago
Network object destroy, destroy leaving client's objects
6 Months Ago
Fix NREs
6 Months Ago
Consolidating network messages
6 Months Ago
Components can send network data
6 Months Ago
Scene take focus when clicking Show network status in heirarchy Don't include networked objects in scene snapshot Time fixes
6 Months Ago
Add TextRenderer component Fucked it Squash commit of VR components from vr branch Inspector remembers if components were minimized using a cookie (sbox/issues/1328) Don't clear selection when selecting empty GameObject field in inspector Fixes #1329 Make component list scrollable Scene hierarchy selection adds to edit log Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing Add Move Up/Move Down to component context menu Add button to component header for context menu Fix unused context menu eating a mouse click Can debug draw Scene.PhysicsWorld with physics_debug_draw Fix possible NRE on startup from cookies (?) Adding play and stop event (#49) This events has triggered when the scene is started or stopped. Add GetAttachment method to AnimatedModel (#29) * Add GetAttachment method to AnimatedModel --------- Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com> Temporary group header in componentsheet Move Static to Collider - fixes sbox-scenestaging/issues/28 Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33) Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39) Make name unique when duplicating (ctrl+d) Make ID's unique when pasting Fix GameObject/Component references not filling in disabled objects Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48) Basic skeletal pose component - only works with Alyx hands, needs some more thought https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png Remove unused UseRelativeTransform from tracked pose component Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4) Collider uses new shape.Tags Dragging objects into the scene uses physics traces instead of scene traces Remove drag tags when dropping into scene Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12) Merge branch 'main' into networking Refactor so PlayerController works as before
6 Months Ago
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
6 Months Ago
Remove drag tags when dropping into scene