886 Commits over 517 Days - 0.07cph!
Add AnimatedModelComponent
Add SetAnimParameter functions for AnimatedModelComponent
Add CitizenAnimation component
Remove debug
Update AnimatedModelComponent with new getters for 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
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Fixed update implementation
When transform changed, notify our children too
Disable fixed update for now
Clicking a GameObject in a GameObjectControlWidget will select it
Fill out TreeNode.HasDescendant for GameObjects
Fix colliders not rebuilding when editing transform or collider properties
Remove the debug gizmo text output in CharacterControllerHelper
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
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
Enable colliders in editor session again
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
Fix scene saving not using the extension
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
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
Fix no collision
Add UI category to object create menu
UI test, screen and world panel
Add arrow navigation to component selector
https://files.facepunch.com/tony/1b1611b1/sbox_RkwqBfEEYi.mp4
Add RenderOverlay
Panel components
GetComponentInParent takes an "and self" bool
UI test panels
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