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541 Commits over 366 Days - 0.06cph!

6 Hours Ago
Fix assembly loading, mount assemblies in their own filesystem on packages
Today
Initial standalone build wizard Standalone player exe Export into `data\`, copy everything we want Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle dependencies Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Load assembly, filesystem Copy base UI textures and fonts Move standalone-specific stuff into StandaloneGameInstance Use code resources from code manifests Only copy compiled code resources, don't copy tool DLLs Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Fix paths for new folder layout Change "build" naming to "export", makes more sense Wizard cleanup, share wizard code between publish/standalone Rebase fixes
Yesterday
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
Yesterday
Haptics NRE fix Clamp haptic motor values where appropriate, matching existing behaviour
Yesterday
Basic controller haptics (#1498) Allows for controller haptics based on haptic events. ```cs public static void TriggerHaptics( HapticEffect pattern, float lengthScale = 1.0f, float frequencyScale = 1.0f, float amplitudeScale = 1.0f ) ``` e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ```
Yesterday
Haptic effect support for VR
Yesterday
Squash history, update for SDL Docs, cleanup Apply LengthScale Update haptics per-controller Scoped haptics support Vibrations -> Haptics, wrap patterns inside an event to simplify API e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ``` Docs update
Yesterday
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
Yesterday
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout
2 Days Ago
Wizard UX improvements Paths cleanup
2 Days Ago
Copy all core models too (mainly for box, sphere models)
2 Days Ago
Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible
2 Days Ago
Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup
2 Days Ago
Interop as array
2 Days Ago
Test fetching all code manifests
3 Days Ago
data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance
3 Days Ago
Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff
3 Days Ago
Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build
4 Days Ago
We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard
4 Days Ago
Fix paths, temporarily copy sbproj
4 Days Ago
Load from manifest, un-hardcode paths
4 Days Ago
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone
4 Days Ago
Fix crash when drag-dropping .sbproj into launcher
7 Days Ago
Update stereo-related camera properties explicitly, rather than bundling in with UpdateSceneCamera
7 Days Ago
Editor scene camera ignores VR settings, only blit for stereo cameras - prevents weird ghostly stereo blit
7 Days Ago
Don't stop shadow animations/transitions when building final style sbox-issues/issues/5122, sbox-issues/issues/4679 Clean up UI lerp functions
10 Days Ago
Update haptics per-controller Scoped haptics support
10 Days Ago
Docs, cleanup Apply LengthScale
10 Days Ago
Squash history, update for SDL
17 Days Ago
AnimationIterationCount uses float infinity instead of -1 for "infinite" Fixes sbox-issues/issues/5306 Add index setter to SegmentedControl Fixes sbox-issues/issues/5300 Refresh editor title on project update Give primary buttons more feedback on click Project settings window updates title etc. correctly when project is modified sbox-issues/issues/4862
22 Days Ago
Fix texture filtering inside ui_cssbox.shader Fix filtering in other UI shaders too
22 Days Ago
If door is cracked open, pressing E will open it all the way
22 Days Ago
CSS box shader - D_BORDER_IMAGE combo should be range 0..2 Fixes sbox-issues/issues/4874
23 Days Ago
SCSS: Don't apply animation styles before/after if fill mode is none sbox-issues/issues/5273
24 Days Ago
SCSS: Implement rem and em https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_f5t9eFrLSk.png
29 Days Ago
Initial physics doors Natural swinging for doors Clean up, E to push open 3 door states - open, opening, closed Closed: won't budge Opening: automatically opens to 33% of max angle over time Open: fully movable by player Take starting rotation into account Adjustable weight, peek fraction
29 Days Ago
Parse commandline properly to prevent projects with `-test` in the name breaking sbox-issues/issues/5208 Test for multiple keyframe percentages (sbox-issues/issues/5168) Support multiple keyframe percentages e.g. ```scss @keyframes tilt { 0%, 10% { transform: rotate(0deg) scale(1); transform-origin: center; } } ``` sbox-issues/issues/5168 Vector2Int, Vector3Int sbox-issues/issues/4995
35 Days Ago
Pathing fixes Temp fix for shitty rotation smoothing, need to look at this
36 Days Ago
Simpler NPC walk logic Walk along path Demo path example
36 Days Ago
Shared pathing code Scene update
37 Days Ago
Initial patrol state, editor Need to do a proper rewrite of the actor movement stuff before this works properly though. We should be sharing a lot of code here rather than re-writing the same thing across multiple states, and ideally we should be able to queue up positions to move to. https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_AEtQOhETj3.png
39 Days Ago
Initial Improve API, add targets (left/right motor, left/right trigger) Motor frequency emulation Remove unused PWM fixes Better & simpler motor control Impulse trigger preview Haptic editor - Play -> Preview Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled Remove stuff that we're not using now More patterns (though defining these in code feels silly) Apply scales, clean up More patterns Stomp active patterns when using raw access API Docs, allow length scaling
39 Days Ago
More patterns Stomp active patterns when using raw access API Docs, allow length scaling
43 Days Ago
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled Remove stuff that we're not using now More patterns (though defining these in code feels silly) Apply scales, clean up
44 Days Ago
Better & simpler motor control Impulse trigger preview Haptic editor - Play -> Preview
44 Days Ago
Motor frequency emulation Remove unused PWM fixes
45 Days Ago
Initial Improve API, add targets (left/right motor, left/right trigger)
50 Days Ago
Fix build (we don't support "display: inline", not sure if this was done on purpose?)
50 Days Ago
Improved style parser errors (sbox-issues/issues/4541) https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_vMdiBVFnHU.png
53 Days Ago
Don't clear all attributes when popping a layer Preserve everything (so we keep scissor attributes etc) Fixes sbox-issues/issues/4971.