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627 Commits over 397 Days - 0.07cph!

12 Months Ago
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer DecalRenderer component assumes we're using the new decal shader, has some settings Add decal test scenne Add some simple decals Add decal prefab SkinnedModelRenderer derives from ModelRenderer Added OnTagsChanged, tags cascade to child objects Tags show differently depending on whether they're inherited or not Fix missing player in volume fog scene Batch component callbacks nicer CallbackBatch deals with calling adding inside execute Make CallbackBatch awesomer 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 Unit test fix Made everything else protected Fix model not getting updated in ModelRenderer Fix GetComponents getting components of disabled GameObjects Fixed children gameobjects not disabling properly Put a decal in the volume fog cave Moved HeaderBar folder up one to remove Editor directory warning 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 Add GetOrCreate Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory) Show loading screen when loading scene Update the skinned meshes in order when parented Fix undo json max depth Fix ComponentList not updating Fix undo breaking with too much depth Update component template to match new API Hierarchy tree doesn't swallow shortcuts when focused Stop using emoji for create object menu, everyone hates it except me Scene hook system, convert Animation and Physics to use hook system Add Scene.GetAllComponents<T> (fast path) PostProcessers can use this shortcut to get their camera Rename SoundListenerComponent to AudioListener Sound.Listener defaults to camera position Soundscape component Sound Point test soundscape box shape box shape in soundscape scene Sound Box component + scene correct path for box sound component Rename SceneHook to GameObjectSystem Fix components not getting unregistered on destroy Add Scene.Trace, HitboxGroup (heaby work in progress) Add AnimationHelper.WithWishVelocity to example playercontroller 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 Joint components ModelPhysics creates ragdolls propertly Grabber uses new SmoothMove Cleanup Fix sound scene description Joints grab body from keyframe collider if all else fails Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4 Joint scene name + description Fixed SkinnedModelRenderer bugs when multiple on same GameObject Fix CharacterControllerHelper getting stuck along multiple planes With a few small changes to read closer to the original source Hinge center and axis use game object transform instead of properties Do the same for slider axis Fix incorrect hinge gizmo drawing GameObjectInspector, start multi edit GameObjectInspector support adding components to multiple gameobjects at once Handle component multi-select Component/GameObject ControlWidget multi edit support Update to consider removed painstuff / obsolete Merge branch 'main' into staticrpc-authorityrpc
12 Months Ago
Update to consider removed painstuff / obsolete
12 Months Ago
Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (Facepunch/sbox#1360) To avoid conflict with Facepunch.ActionGraphs.ActionGraph
12 Months Ago
Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (#1360) To avoid conflict with Facepunch.ActionGraphs.ActionGraph
12 Months Ago
GameObjectInspector, start multi edit GameObjectInspector support adding components to multiple gameobjects at once Handle component multi-select Component/GameObject ControlWidget multi edit support
12 Months Ago
Fix incorrect hinge gizmo drawing
12 Months Ago
Hinge center and axis use game object transform instead of properties Do the same for slider axis
12 Months Ago
Fix CharacterControllerHelper getting stuck along multiple planes With a few small changes to read closer to the original source
12 Months Ago
Messy-ish start to editable saveable terrain Terrain collider but commented out cos master doesn't have it yet Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource) Don't cast shadows from terrain, it looks dog shit Json seems to give a fuck that these are private setters High precision lighting offset Use new Depth helper class CPU Bilinear interpolation for sampling terrain height Move terrain editing to editor code some toolvis sceneview options, messy latest component changes brush update splat shit painting Clamp min height on paint This should use images from content path now icons + fixed bug with loading them couple more brushes Fix controlmap not being create on first enable Shitty undo Misc
12 Months Ago
Fixed SkinnedModelRenderer bugs when multiple on same GameObject
12 Months Ago
No need for TypeIdentity to be sent now, use TypeLibrary.GetMemberByIdent for global lookup
12 Months Ago
Sent TypeIdentity in StaticRpcMsg as well to get rid of that other bs
12 Months Ago
Update to use MethodIdentity and new CodeGen callback format
12 Months Ago
Joint scene name + description
12 Months Ago
Joints grab body from keyframe collider if all else fails Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4
12 Months Ago
Fix sound scene description
12 Months Ago
Grabber uses new SmoothMove Cleanup
12 Months Ago
ModelPhysics creates ragdolls propertly
12 Months Ago
Joint components
12 Months Ago
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 Type selection drop down Fleshed out type selector, now checks constraints Pure attribute for some things that should be expression nodes Comment nodes Node display tweaks Icon fixes Rerouting and other fixes Error list title fix Action link pulsing in editor Jig -> Graph Editor.ActionGraphs -> Editor.ActionGraph To match Editor.ShaderGraph Start on undo / redo ActionGraphComponent OnUpdate, OnTouch action components Football demo using action graph Enum constant node fixes Action component tweaks ColliderBaseComponent was renamed to Collider Copy / pasting nodes Rework comment and reroute nodes in action graph Make comment node inspection work like ShaderGraph Comment nodes are listed separately Basic variable selector / creation Rework how variables are added Fix suggested variable nodes when dragging from an output On node deletion, remove unreferenced variables Show variable type in add node context menu Some fixes after updating Facepunch.ActionGraphs Graph nodes WIP Create Custom Node in context menu Fixed removing UI elements after creating a custom node Fix up old example action graphs Fix node positions in new custom graphs Fixed missing connections on creating custom nodes Support for renaming inputs / outputs of custom nodes Update UI of custom nodes if their definition changes ActionGraph: Better support for methods with lots of overloads Fixed error involving Connection Removed debug logging Fixed jumpscare when opening "Other" in the type selection menu Static method calls are now distinct from instance method calls Added ToString nodes TODO: when Object is in TypeLibrary, this will be obsolete Clean up ActionControlWidget Can get rid of ToString node hack WIP setting const values for node inputs in the editor Fix action graph component override method signatures If graph has an icon, use it in ActionControlWidget WIP show const values for inputs on the node UI Fixed searching type hierarchy for accessible members Filter instance methods a bit Hide indexer properties from ActionGraph for now Fixed some action graphs Don't list ignored members when creating nodes Test out action graph include / ignore attributes Sort members properties first, then methods (Facepunch/sbox#1360) Node menu category icons, reordering Fix OnTouchComponent after rebase Make getting / adding components simpler in ActionGraph
12 Months Ago
Render the main camera if we're not in play mode (not sure about this yet) Get lowest priority camera for player controller (so we're not trying to control the viewmodel camera) Update cameras.scene
12 Months Ago
Update to not use camera.Enabled
12 Months Ago
Add viewmodel camera test scene
12 Months Ago
More api fixes
12 Months Ago
Api update
12 Months Ago
Multiple scene cameras test (wip)
12 Months Ago
Couple small fixes
12 Months Ago
Mesh editor & movement test scene
12 Months Ago
12 Months Ago
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
12 Months Ago
Add AnimationHelper.WithWishVelocity to example playercontroller
12 Months Ago
icons + fixed bug with loading them couple more brushes
12 Months Ago
This should use images from content path now
12 Months Ago
Clamp min height on paint
12 Months Ago
Messy-ish start to editable saveable terrain Terrain collider but commented out cos master doesn't have it yet Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource) Don't cast shadows from terrain, it looks dog shit Json seems to give a fuck that these are private setters High precision lighting offset Use new Depth helper class CPU Bilinear interpolation for sampling terrain height Move terrain editing to editor code some toolvis sceneview options, messy latest component changes brush update splat shit painting
12 Months Ago
Add Scene.Trace, HitboxGroup (heaby work in progress)
12 Months Ago
Fix components not getting unregistered on destroy
12 Months Ago
Node menu category icons, reordering
12 Months Ago
Sort members properties first, then methods (Facepunch/sbox#1360)
12 Months Ago
NodePropertyAttribute -> ActionGraphPropertyAttribute Don't list ignored members when creating nodes Test out action graph include / ignore attributes
12 Months Ago
Rename SceneHook to GameObjectSystem
12 Months Ago
correct path for box sound component
12 Months Ago
Sound Box component + scene
12 Months Ago
box shape in soundscape scene
12 Months Ago
soundscape box shape
12 Months Ago
Sound Point test
12 Months Ago
Fixed some action graphs
12 Months Ago
Remove unused / old vars
12 Months Ago
Rename SoundListenerComponent to AudioListener Sound.Listener defaults to camera position Soundscape component
12 Months Ago
Hide indexer properties from ActionGraph for now