277 Commits over 213 Days - 0.05cph!
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
Support Feathering
https://files.facepunch.com/garry/b05a94f5-efda-4e6d-b03e-cb3f28846879.jpg
Create particle.sheets.scene
Move sheet sampling to system.hlsl
A chance to die as a result of a collision
Particles can push physics objects
Made particle collisions smoother
Cleanup motion blur
Cleanup
Motion blur
https://files.facepunch.com/garry/73ed326b-4ce6-4a72-bd3f-70faf633165a.jpg
Store random floats on the particle instead of using a seed
Sliding/Bumpiness
https://files.facepunch.com/garry/3815b497-446b-4fd3-85ef-51b102f907b8.mp4
Color Group
Fix color fucked
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
Merge branch 'main' into custom-particles
Update ComponentSheet.cs
Temporary group header in componentsheet
A few groupings
Emitter looping, delay, burst
StartVelocity
Shadows, Count in ParticleSpriteRenderer
Create ParticleConeEmitter.cs
Encode color in TexCoord1 to get the full range
Update triggers.scene
Particle pool
Use SceneDynamicObject for rendering instead of SceneCustomObject
Use pool
Box emitter
Particle simulation space
Build sprite using geometry shader
Scope the active scene when ticking it in the editor
Particle effect wip
Add TextRenderer component
Load collision rules from current game package
Listen for addon config updates, update collision rules
ComponentTypeSelector: add "New (x) Component..." option that creates component from query
Updated DecalComponent, also moved it out of the Light folder
Merge branch 'main' into networking
Engine handles network channel guids
Fix GameObject/Component references not filling in disabled objects
Scene serialize/deserialize
Network instance launcher
Added SceneNetworkSystem
Create networking.scene
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