The per-entity script list allowed picking the same script class
twice; the name-keyed runtime silently ignores duplicates, leaving
the extra rows dead weight with unusable enable bits. Enforce
DisallowMultipleComponent semantics: the dropdown of each row only
offers unattached names (own name kept for echo), "+ Add Script"
disables when every registered script is attached, and scene loading
dedupes as a safety net for hand-edited files.
ScriptComponent now holds a list of {name, active} items (Unity
semantics: one entity, many scripts, each with its own enable bit;
component-level active stays as the master switch). ScriptRuntime
reconciles instances by name per entity -- rename/remove destroys
only the affected instances, untouched ones keep ticking. Scenes
persist Script.Items; old single-script key still loads.
AssetBrowserPanel (lightweight Unity Project window): fixed roots
(assets/scenes) as tabs, recursive directory tree, file list with
type filter (models/textures/scenes) and name substring filter,
double-click preloads models/HDRs into the asset caches (path-
deduped). Scene files point to the File menu for now; drag & drop
is a later iteration. Docked with Stats by default in fresh layouts.
UE calls it Trigger (Overlap Events / Trigger preset) and Unity's UI
says "Is Trigger"; "sensor" is the physics-backend term (Jolt sensor,
Box2D sensor). Rename the component/record flag and the Inspector
label. Scene files now persist "IsTrigger" with backward-compatible
read of the old "IsSensor" key.
ScriptComponent stores only a script name string (POD, serializable);
instances are reconciled by ScriptRuntime each frame (PhysicsWorld
pattern): orphan/rename cleanup with OnDestroy, per-name instantiation
from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT),
OnCreate on bind, OnUpdate after physics step on scaled dt. Engine
framerate loop only sees the base interface, so future Lua/C# behaviors
plug in as foreign ScriptBehavior implementations with zero engine
changes. Ships a Spinner sample script and Inspector script picker.
- JointComponent: type, target UUID, per-body local anchors, hinge axis
+ angle limits (data only, zero Jolt deps)
- PhysicsWorld::SyncConstraints: create/remove/rebuild on snapshot
change; body rebuild contagion via invalidated-bits list; target
resolved lazily by UUID each sync (no two-pass load needed)
- Jolt FixedConstraint/HingeConstraint/PointConstraint in
LocalToBodyCOM space (anchors minus shape COM); fixed frames lock
creation-time relative pose; hinge axis aligned across bodies
- Inspector: Joint section with target entity name dropdown
- Serialization: Joint map with UUID target, as<T> fallbacks
EditorCamera (UE FEditorViewportClient semantics) owned by SceneRenderer:
own TransformComponent + reused Camera controller. BuildFrame dispatches
render source by display mode — editor form always renders from the
editor camera (usable in empty scenes), game form renders from the
scene's primary camera entity. AlignTo copies an entity pose into the
editor camera ("Align Viewport to Camera" button in Inspector). F focus
and viewport gizmo now follow the same dispatch. main.cpp stripped of
dangling sandbox camera/spinner state; onSceneLoaded hook removed.