19,202 Commits over 3,898 Days - 0.21cph!
Fix model not getting updated in ModelRenderer
Unit test fix
Made everything else protected
Cleanup
Make OnValidate protected
FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor
Update renamed to OnUpdate, made protected
OnStart is protected
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
Fix missing player in volume fog scene
Batch component callbacks nicer
Tweak ControlWidget creation so the value doesn't pop in a frame later
Tags show differently depending on whether they're inherited or not
Added OnTagsChanged, tags cascade to child objects
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
Simpler decal shader
Add SceneObject.Flags.NeedsEnvironmentMap
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
Clean up ActionControlWidget
Quick and dirty loading screen when downloading game menu
Remove all these test particles from triggers scane
Fix SpriteRenderer component
Add some common particle shapes
ComponentSheet group styles
Add Menu.AddOption
Get bool state from BoolControlWidget
Add particles to create menu
Optimize querying ParticleFloat/ParticleGradient
Fix rebuilding shapes every update :S
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
Rename particle scene to Source Particles to avoid confusion
Particle prewarm, controllers, and opaque mode
Add descriptions for particle scenes
Make particle sequence time multi-component, so we can have direct set and/or time scale
ComponentSheet groups are nicer, folding
Particle CollisionIgnore works
Particle SheetSequence group
Shader uses new helper classes
Add Sheet class for shaders
Add Depth class
Add Fog api
Helpers
Send TcpChannel in a thread, so it doesn't lock up the unit tests
Add Widget.UpdatesEnabled - which to be honest is fucking useless but it's there for completeness
Material::Init fully initialized material
r_dynamic_reflections 1 by default
Fix editor scene time
Compile fix
Fixed sprite shader fog
Add Connection.SendMessage
Nicer Task handling for GameObject/Component
Allow creating a TaskSource
Fix warning
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
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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
GameObject networking foundation https://docs.facepunch.com/s/sbox-dev/doc/networking-multiplayer-kaVboe3yRD
Update to latest api changes
Rename NetworkChannel to Connection
Move GameNetworkSystem.Local to Connection.Local
Don't special case MemoryPack in AC
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
NetworkChannel has SteamId and DisplayName
Network OnJoined event, which is called for local player too
Add GameNetworkSystem.OnChangingScene
Refresh the lobby list
We don't need this scene now
Update default send rates
Don't try to delete panels more than once
More useful warning if SendMessageToUser is false
NRE diagnostics in OnIntersection
Add Widget.SetContentHash
Redraw network status on change
Disconnect from server when leaving scene
Don't delete all network objects on disconnect if Id is empty