19,538 Commits over 3,990 Days - 0.20cph!
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
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