branchsbox-scenestaging/custom-particlescancel
38 Commits over 0 Days - ∞cph!
Fix SpriteRenderer component
Add some common particle shapes
ComponentSheet group styles
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
Fix editor scene time
Compile fix
Fixed sprite shader fog
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
Support Feathering
https://files.facepunch.com/garry/b05a94f5-efda-4e6d-b03e-cb3f28846879.jpg
Create particle.sheets.scene
Move sheet sampling to system.hlsl
A chance to die as a result of a collision
Particles can push physics objects
Made particle collisions smoother
Cleanup motion blur
Cleanup
Motion blur
https://files.facepunch.com/garry/73ed326b-4ce6-4a72-bd3f-70faf633165a.jpg
Store random floats on the particle instead of using a seed
Sliding/Bumpiness
https://files.facepunch.com/garry/3815b497-446b-4fd3-85ef-51b102f907b8.mp4
Color Group
Fix color fucked
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
Don't clear selection when selecting empty GameObject field in inspector Fixes #1329
Make component list scrollable
Scene hierarchy selection adds to edit log
Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing
Add Move Up/Move Down to component context menu
Add button to component header for context menu
Fix unused context menu eating a mouse click
Merge branch 'main' into custom-particles
Update ComponentSheet.cs
Temporary group header in componentsheet
A few groupings
Emitter looping, delay, burst
StartVelocity
Shadows, Count in ParticleSpriteRenderer
Create ParticleConeEmitter.cs
Encode color in TexCoord1 to get the full range
Update triggers.scene
Particle pool
Use SceneDynamicObject for rendering instead of SceneCustomObject
Use pool
Box emitter
Particle simulation space
Build sprite using geometry shader
Scope the active scene when ticking it in the editor
Particle effect wip