626 Commits over 397 Days - 0.07cph!
Fixed sending wrong method index
Filter instance methods a bit
Fixed searching type hierarchy for accessible members
Add Scene.GetAllComponents<T> (fast path)
PostProcessers can use this shortcut to get their camera
Scene hook system, convert Animation and Physics to use hook system
Stop using emoji for create object menu, everyone hates it except me
Hierarchy tree doesn't swallow shortcuts when focused
Update component template to match new API
Fix ComponentList not updating
Fix undo breaking with too much depth
Update the skinned meshes in order when parented
Fix undo json max depth
EditorBrowsable attr for WrapStaticMethod. Throw inside FindMethodIndex etc
Build method index cache over time
Fix invalid method usage
Show loading screen when loading scene
WIP show const values for inputs on the node UI
Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory)
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
Moved HeaderBar folder up one to remove Editor directory warning
Remove all these test particles from triggers scane
.gitignore: don't ignore shader_c
Add sprite.shader_c
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
Can get rid of ToString node hack
WIP setting const values for node inputs in the editor
Merge remote-tracking branch 'origin/main' into action-editor
# Conflicts:
# code/ExampleComponents/TurretComponent.cs
# code/GameEngine/GameObject/GameTags/GameTags.cs
Fix action graph component override method signatures
If graph has an icon, use it in ActionControlWidget
Fix GetComponents getting components of disabled GameObjects
Fixed children gameobjects not disabling properly
Put a decal in the volume fog cave
Fix model not getting updated in ModelRenderer
Unit test fix
Made everything else protected
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
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
Fix missing player in volume fog scene
Batch component callbacks nicer
Tags show differently depending on whether they're inherited or not
Added OnTagsChanged, tags cascade to child objects
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
If not host broadcast otherwise send directly to owner
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
Clean up ActionControlWidget
Json seems to give a fuck that these are private setters
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
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
.gitignore: don't ignore shader_c
Add sprite.shader_c
Remove all these test particles from triggers scane
Custom particles (#80)
Static method calls are now distinct from instance method calls
Added ToString nodes
TODO: when Object is in TypeLibrary, this will be obsolete
Merge remote-tracking branch 'origin/main' into action-editor
Fix SpriteRenderer component
Add some common particle shapes
ComponentSheet group styles
Add particles to create menu
Optimize querying ParticleFloat/ParticleGradient
Terrain collider but commented out cos master doesn't have it yet
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
Fixed jumpscare when opening "Other" in the type selection menu
Copy Component/Paste Values/Paste As New
Undo Support
Use EditLog
Nicer Task handling for GameObject/Component
Merge pull request #60 from Facepunch/copy-paste-components
Copy Component/Paste Values/Paste As New
Moved copy/paste component stuff. Can right click GameObject inspector to paste component as new. Accept mouse event when opening context menu for component sheet to prevent passthrough. Set accepted on a bunch of OnContextMenu stuff to prevent passthrough. Add undo support / edit log for removing a component.
Merge remote-tracking branch 'origin/main' into action-editor
Rename particle scene to Source Particles to avoid confusion