19,202 Commits over 3,898 Days - 0.21cph!
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
Add AnimatedModelComponent
Add SetAnimParameter functions for AnimatedModelComponent
Add CitizenAnimation component
Remove debug
Update AnimatedModelComponent with new getters for parameters
SceneModel can get anim 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
Add PhysicsWorld.Step( delta, substeps )
Clicking a GameObject in a GameObjectControlWidget will select it
Fill out TreeNode.HasDescendant for GameObjects
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Updated trace code from Jay
Fix colliders not rebuilding when editing transform or collider properties
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
Remove the debug gizmo text output in CharacterControllerHelper
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
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
See if we can convince it to compile editor addons during test
Write s&box.sln in unit test proper
artifact game log files when running test
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
Enable colliders in editor session again
Fix bloom being enabled by default
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
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
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fix scene saving not using the extension
Add SceneModel.AnimationGraph
Add some [Range] attributes
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Add CurveControlWidget
Add SceneCamera.Bloom
Post processing icons
Outline Highlight
Turns out none of this stuff was needed because I'd already coded it
Added some post processing components
Fix serialization changing component order
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it
Be a bit more accurate with Rotation equality
Add SceneCamera.EnableUserInferface
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