494 Commits over 213 Days - 0.10cph!
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
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>
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Fix possible NRE on startup from cookies (?)
Support Feathering
https://files.facepunch.com/garry/b05a94f5-efda-4e6d-b03e-cb3f28846879.jpg
Create particle.sheets.scene
Move sheet sampling to system.hlsl
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
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
Terrain
Rust terrain and materials
Can debug draw Scene.PhysicsWorld with physics_debug_draw
Store random floats on the particle instead of using a seed
Use LFS for .jpg
Concrete triplanar material
Icons, small fixes
Update object creation menu
https://files.facepunch.com/ziks/2023-11-10/sbox-dev_Wbi2NqjYcU.mp4
Sliding/Bumpiness
https://files.facepunch.com/garry/3815b497-446b-4fd3-85ef-51b102f907b8.mp4
Basic libsdf editing tools
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
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
Scene hierarchy selection adds to edit log
Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing
Make component list scrollable
Particle pool
Use SceneDynamicObject for rendering instead of SceneCustomObject
Use pool
Don't clear selection when selecting empty GameObject field in inspector Fixes #1329
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
Box emitter
Particle simulation space
Build sprite using geometry shader
Scope the active scene when ticking it in the editor
Particle effect wip
Add test scene
Simple hud
Movement controller adjustments & additions
Create SurfScene.cs
Squash commit of VR components from vr branch
Add TextRenderer component
On node deletion, remove unreferenced variables
Show variable type in add node context menu
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
Load collision rules from current game package
Listen for addon config updates, update collision rules
ComponentTypeSelector: add "New (x) Component..." option that creates component from query
Updated DecalComponent, also moved it out of the Light folder
Merge branch 'main' into networking
Updated DecalComponent, also moved it out of the Light folder
Update DecalComponent to match new API
Engine handles network channel guids