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A staging area for the scene system

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After: ![image](https://github.com/Facepunch/sbox-scenestaging/assets/95300917/600a355e-1aef-46b5-a598-98460f4355d6) Before: ![image](https://github.com/Facepunch/sbox-scenestaging/assets/95300917/552b445d-389d-456e-9eec-db513340e133)

I figured I would just make one issue with all my grievances that I can update as I find more stuff, otherwise I'll never get around to making individual issues...

## Objective Implement a "sub-scene" system, inspired by the prefab system of s&box. This system may also include a "bucket" concept to manage player visibility between different buckets. ## Bucket:...

Lets say i have a component on my "player" game object for example. This is my player controller to deal with inputs and such. I want to reference some components...

i have an ui for character customisation but he cannot find image of cloth register in Citizen/Clothing_icons ![fbd3fb7721d856124659e1617e0aa5ff](https://github.com/Facepunch/sbox-scenestaging/assets/12927420/7ab3c646-7141-44e9-894b-baa7ee899ca9)

- [ ] Lightbinner sucks ass and causes weird harsh shadowing artifacts in VR. - [x] Glass is fucked, renders a weird warped view of your current view - [...

bug

- changing the pitch actually just changes the speed - changing the pitch before the scene starts, then setting it back to 1 while in play mode, does not set...

I tried messing around with the dedicated particle editor and found that collisions just don't work at all https://github.com/Facepunch/sbox-scenestaging/assets/94070205/c8702bda-5c8e-43b6-98ef-eacdd55f2889 I've got the actual particle effect in a zip in case...

I want to set up some code to work like this: ```CS [Property] public IDamageable DamageableProxy { get; set; } ``` And then be able to assign any component that...