277 Commits over 213 Days - 0.05cph!
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
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
Keep character controller trace consistent
Create ModelPhysics (doesn't do anything yet)
ModelCollider collider bones use the part transform
Cleanup
Select next child when deleting
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
Disable showing overlay user interface on scene camera
Explicitly define GameRootPanel as not a world panel
This shouldn't change anything but it makes me feel better
MockHudPanel has mouse input
Fix no collision
Add UI category to object create menu
UI test, screen and world panel
Add RenderOverlay
Panel components
GetComponentInParent takes an "and self" bool
UI test panels
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