69 Commits over 30 Days - 0.10cph!
Cleanup
Re-save scenes with package information
CharacterController component nice and slimmed down
Debug components for Trace and CharacterControllerHelper
Add ModelComponent.ShouldCastShadows
Latest player controller scene
When SceneTree changes scene, cache the selection and try to select those objects again
Fix not being able to drag in prefabs to scene (prioritize local files first)
Draw spheres, hulls and meshes when ModelCollider selected
ModelCollider - draw colliders (only capsule right now)
Add CameraPhysicsDebug component
Add ModelCollider component
Delete points from CameraPhysicsDebug faster
Turret diagnosis scene, player controller wip
Fix new component wrong base type
Can drag drop prefabs into the scene
Can drag models into the scene
Cleanup - don't allow delete prefab root
Edit the prefab scene directly, unified scene saving, cleaning up
Fix not switching scenes when playing
Scene is a GameObject
Be more careful when iterating components
Set up default collision rules
Fix PhysicsComponent not using the scene it is a part of
Add ColliderBaseComponent.IsTrigger (which does nothing atm)
Add SelfDestructComponent
Add CollisionDebugComponent
Add physics collision test scenes
Scene tabs
Update cube.object
Scenes have unsaved changes state (lining up for undo), rename GameObjectComponent to BaseComponent
OpenSceneList
Scene + Prefab thumbnails
https://files.facepunch.com/garry/75a5537b-4e53-4ca7-a449-14342d12faf4.png
Can choose between play scene or play game
Refactor so the game can start up when published
Fix components list not showing!
Attempt to place camera nicely when opening a scene
Paint prefabs different to gameobjects in GameObjectControlWidget
Change how enable state is triggered
Rename SceneSource to SceneFile
Add PrefabFile resource type
Can convert a GameObject to a Prefab
Can drag a PrefabFile to GameObject control widget
GameObjects referencing a PrefabFile GameObject will serialize properly
Changing Scene will automatically change scene of child objects
Update turret scene
Wrap map loaded sceneobjects
Add GameObjectFlags
IBodyModifier not used
Map loading component test
Add SceneObject.MakeGameObjectsUnique, remove the old version of it
Update turret with movement
Create turret.scene
Serialize GameObjects using their guid
Add GameObjectControlWidget
Enable GameObject reference serialization, uniquify them when duplicating + copying
If physics is using a collider with a controller, use Move to move the object instead
Update turret.scene
Create TurretComponent.cs
Add Align To View
ExceptionWrap Update
Add "Create Component", creates the .cs file with correct class name, adds new component to object
Add open cs file to component context menu
https://files.facepunch.com/garry/aba7d9f4-393f-455f-8af6-c7fe9ff2dc8a.png
Use GizmoInstance.Settings for camera settings in SceneView
PhysicsComponent.Gravity does stuff
Make sure serialized children and components are in the same order
Don't rebuild the scene tree on hotload
Can double click on tree object to focus scene view on it
https://files.facepunch.com/garry/49d23208-2d76-4b6d-9f93-d5e24b669d1a.mp4
Keep world position when reparenting
Align view / frame
Fix PointLightComponent position
ModelComponent model hitbox instead of bbox
Error prevention
Fix cubemap bounds
https://files.facepunch.com/garry/37a3a9bb-3225-4fde-aa65-f39b984b52ed.jpg
Add EnvmapComponent, cubemap test scene
Create lights.scene
rust scene floor collider
Keyboard shortcuts for copy, paste, duplicate, delete etc
Increase shadow map size on the light component defaults
Exception wrap Component callbacks
Add ColliderBase
Don't tick the active scene if we're playing
Tweak how Colliders initiate
Nicer add component menu
Component context menu (can destroy components now)
Can enable/disable components
Highlight pressed gameobject
Don't allow parenting to own ancestor
GameObject list support drag drop changing position etc
Add GameObject.Active, Component.Active
Fill out destroy logic, unit tests