19,202 Commits over 3,898 Days - 0.21cph!
delete AutomaticRenderHook
Remove DepthOfField
Remove ScreenEffects
Remove RenderHook system
Rename BaseComponent to Component
Delete materials that I broke by deleting all that shit
Remove assets that were moved into core
New sound api
Merge Audio and Sound, just one global static class called Sound
Add example decals
Add useful particle/effect shapes
Remove a bunch of decals
Remove a bunch of particle materials/textures
Change how GameObject and Components are serialized so that when the Component properties are serialized, everything that is going to be created is already created.
GameObjectInspector, start multi edit
GameObjectInspector support adding components to multiple gameobjects at once
Handle component multi-select
Component/GameObject ControlWidget multi edit support
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Fixed SkinnedModelRenderer bugs when multiple on same GameObject
Joint scene name + description
Fix sound scene description
Grabber uses new SmoothMove
Cleanup
Rotation.SmoothDamp is static
Add SmoothMove.SmoothMove which takes a transform, does rotation too
Cleanup failed experiment
Add PhysicsBody.GetLerpedTransform
Add PhysicsBody.SmoothMove
sceneanimatableobject sets physics bone positions on non animated models too
Fix skinned mesh bounds being fucked (although this needs another look later on)
ModelPhysics creates ragdolls propertly
Add Scene.GetSystem<T>
Fix opening all menus as modal
Add BaseComponent.OnDirty, [MakeDirty] property attribute
Add GameObjectSystem.ITraceProvider
Remove CameraPhysicsDebug from menu camera 🤦
Hitbox components, Hitbox System
PlayerController faces the direction of the camera when spawning
CameraPhysicsDebug does its traces in a thread
Hitbox tags are a tagset
Fix opening menus as modal
PhysicsTraceBuilder tweaks, allow running existing trace on other worlds
Add Scene.Trace, HitboxGroup (heaby work in progress)
Fix components not getting unregistered on destroy
PhysicsTrace cleanup, can trace against Capsule, BBox, Sphere individually
Make CUtlString a real interop type
Add binds for CHitBox, HitBoxSet
Fix embarassing CUtlString conversion
Add Model.HitboxSet
Rename SceneHook to GameObjectSystem
If in editor then mount source2/cloud in the gamemenu
Load resources from the correct filesystem in GameMenu
Rename SoundListenerComponent to AudioListener
Sound.Listener defaults to camera position
Soundscape component
Add Scene.GetAllComponents<T> (fast path)
PostProcessers can use this shortcut to get their camera
Scene hook system, convert Animation and Physics to use hook system
Stop using emoji for create object menu, everyone hates it except me
Hierarchy tree doesn't swallow shortcuts when focused
Allow widgets to intercept/override shortcuts
Console output ignores shortcuts when selected/focused (copy works again)
Can jump to items in the asset list by typing the name
Fix ComponentList not updating
Fix undo breaking with too much depth
Update the skinned meshes in order when parented
Fix undo json max depth
Ignore these ikchain scale asserts
Allow more Json depth
Show loading screen when loading scene
Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory)
Whitelist Task.IsCompletedSuccessfully
Give game system access to the loading screen
Move Component access to a class, so we can use the same from Components without twinning methods
GetComponent => Components.Get etc
Rename Components.Add to Components.Create
Tweaks Components.Get/GetAll so they can take flags to filter instead of the two bools
Reverse the disable condition in ForEachChild to match new Component default
Fix GetComponents getting components of disabled GameObjects
Fixed children gameobjects not disabling properly
Put a decal in the volume fog cave