branchsbox-scenestaging/maincancel
503 Commits over 458 Days - 0.05cph!
Add some [Range] attributes
Post processing icons
Outline Highlight
Added some post processing components
Try to load last opened scene on startup
Fix serialization changing component order
Add arrow navigation to component selector
https://files.facepunch.com/tony/1b1611b1/sbox_RkwqBfEEYi.mp4
Cleanup, docs, fixed search targeting the current selection - instead reset selection entirely
Rewrite component type selector to support selection categories, animated traversal
https://files.facepunch.com/tony/1b1511b1/sbox_86bKULbb2X.mp4
Show component header icon fallback
Clear scene when leaving play mode
Make internal PreRender non virtual
Add icon for sound listener
Can expand/shrink component sheets
https://files.facepunch.com/tony/1b1511b1/sbox_IZ529lK3ch.png
Add SoundListenerComponent, test sound on Turret
Enforce Scene GameObject.Id uniqueness, change Id and warn when adding a gameobject with a duplicate Id
Update scenes with all unique Ids
Implement BaseComponent.Awake, Start, OnDestroy & unit tests to enforce behaviour
Fixed cut just copying
Fixed duplicating and pasting not making unique ids
Fix game double ticking
add *idea to the git ignore
add TryGetComponent<T> method
Add TryGetComponents<T>
fix parameters and add to `BaseComponent`
remove TryGetComponents<T>, mostly redundant
Fix prefab world not rendering
Fixed prefab tree selection not working
Prevent trying to "play" prefab scenes
Change how PrefabFiles are loaded
Remove undo spam
Select root prefab object when opening prefab scene
Allow editorsession to initialize the scene camera position
Fix components not properly shutting down on prefab edit
Always Destroy/Shutdown components before removing from a GameObject
Give Prefab redirect scene a nice name
Fix Prefab instantiation
If the scene has a camera, use that as editor initial camera position first
Add Undo to AlignToView
Comment out unused menus
Update TurretComponent.cs
Update prefab_test.scene
Fix undo system capturing multiple rotations
Remove Action argument from undo system
Save selection with undo
Push object selections onto undo list
Each SceneEditorSession has its own selection set
Add CubemapFog component
Add BaseComponent.ExecuteInEditor
Add GradientFog component
Make everything obey ExecuteInEditor
Add gradient fog to player scene
GetComponent<> can find interfaces too
Add ToneMapping component (tonemapping defaults off)
Move CharacterController component to engine
Change how editor startup is handled (hotload keeps calling the static constructor)
Throw warnings when component not serializable because of TypeLibrary
Store camera state in sceneeditorsession, so we can have a different camera position per scene
Fix error when saving a scene with no path
Turn on volumetric fog on the editor scenecamera
Add DecalComponent.TintColor
https://files.facepunch.com/tony/1b1311b1/sbox_jQtrA8ls2t.mp4
Add DecalComponent - but needs a better way to translate decal, setting its transform doesn't work as expected
https://files.facepunch.com/tony/1b1311b1/sbox_ocEkCIQAYv.png
Fix not finding gameobject references if they were deserialized after spawn
Some quick gizmos for the lights and fog volume
Point & spot light components always use dynamic fog lighting mode
Refactor to wrap scenes being edited in an EditorSession
Add VolumetricFogVolume component (doesn't work)
Add BaseComponent.GetComponent(s) accessors
Enable MultiSelect on SceneTree TreeView
Update prefabs in open scenes when edited
Right click GameObject -> unlink from prefab
Add Component button wider
Hide prefab children in scene tree
Add OpenPrefab button where Add Component button usually is
Don't serialize any prefab children in scene
Simplify prefab deserialization
Scope timer fix
Fix prefabs duplicating components when saving
Fix inspector NRE when hotloading
Don't fullbright scene thumbnails with lights
Iterate components using a function and prune out nulls that are littered by hotload
When instantiating a prefab, mark it as such
Draw prefab instances differently in the scene view
Create prefab_test.scene
Prefabs save a lut from prefab object id to instance object id
Fix duplicating or pasting not keeping child gameobject references properly
Added scene handles
https://files.facepunch.com/garry/a79e07f3-aa0d-45cc-ad3a-c254bfcd8c7b.jpg
Move GameObject to its own folder
Add Transform Accessor