626 Commits over 397 Days - 0.07cph!
Don't self destruct proxies
Don't draw text if there is no text
Give players a nametag
Set network instance to null when disposed
Change cube launch angle
Disconnect when play stop
Lobby list scene
More global usings
Component to automatically create a lobby
GameObjectNode is editable
This can be neater now Conna fixed that stuff
Don't update physics position from physics if we're a proxy
RPC poc
RPC attribute POC
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
---------
Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Keep selected object when starting play mode (sbox/issues/1340)
Add some shorthand methods for PanelComponent
Make PanelComponent partial (whoops)
Add Setclass to PanelComponent
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
Component headers can be dragged into control slots
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Add support for moving multiple selected GameObject nodes in the hierarchy
Merge remote-tracking branch 'origin/main' into action-editor
Some fixes after updating Facepunch.ActionGraphs
Network object destroy, destroy leaving client's objects
Add support for moving multiple selected GameObject nodes in the hierarchy
Consolidating network messages
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Component headers can be dragged into control slots
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
Copy Component/Paste Values/Paste As New
Add Setclass to PanelComponent
Make PanelComponent partial (whoops)
Add some shorthand methods for PanelComponent
Components can send network data
Keep selected object when starting play mode (sbox/issues/1340)
Scene take focus when clicking
Show network status in heirarchy
Don't include networked objects in scene snapshot
Time fixes
Add TextRenderer component
Fucked it
Squash commit of VR components from vr branch
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
Can debug draw Scene.PhysicsWorld with physics_debug_draw
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
---------
Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Merge branch 'main' into networking
Refactor so PlayerController works as before
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Remove drag tags when dropping into scene
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Fix GameObject/Component references not filling in disabled objects
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
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
---------
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