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724 Commits over 672 Days - 0.04cph!

1 Year Ago
Initial `filter: border-wrap( ... )` implementation For alpha-based borders, e.g. images https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_D1MzaQjB8X.mp4
1 Year Ago
Use FromShader for UI materials, delete vmats
1 Year Ago
Editor console filter (#1085) https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ULtfmHPA94.png
1 Year Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4 Also apply filter to logger name Switch to using filter terms (list of keywords separated by spaces) Use stringbuilder instead of regex for highlighting Use .Any instead of .All when checking filter terms Do filter highlighting in 2 steps to prevent HTML tag contamination Cleanup Move filter inline
1 Year Ago
Move language cvar over to managed, add more languages Language list matches Steam's fully supported language list (see https://partner.steamgames.com/doc/store/localization/languages under "Full Platform Supported Languages")
1 Year Ago
VR: Move high-resolution menu rendering behind IsHighQualityVR property on RootPanel
1 Year Ago
VR: Only wait for present if we have a valid swapchain handle UI: Save default render target when iterating through layer stacks
1 Year Ago
UI: Fix division by zero inside KeyFrames when startBlock and endBlock intervals match UI: Implement animation-fill-mode
1 Year Ago
UI: Implement background-blend-mode
1 Year Ago
UI: Don't cut, copy or paste if alt is held Windows interprets AltGr as ctrl+alt, some keyboard layouts use AltGr + x/c/v for characters sboxgame/issues/680
1 Year Ago
Cleanup
1 Year Ago
Do filter highlighting in 2 steps to prevent HTML tag contamination
1 Year Ago
Use .Any instead of .All when checking filter terms
1 Year Ago
Switch to using filter terms (list of keywords separated by spaces) Use stringbuilder instead of regex for highlighting
1 Year Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4 Also apply filter to logger name
1 Year Ago
Also apply filter to logger name
1 Year Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4
1 Year Ago
Use mask image for main menu GameGroup
1 Year Ago
Add mouse pitch & yaw invert options Related to sboxgame/issues/2708
1 Year Ago
Add adjust-hue to color parser
1 Year Ago
RenderAttributes: add GetComboInt, GetComboBool, GetComboEnum functions SceneObject: add getters for ClipPlane and ClipPlaneEnabled
1 Year Ago
SceneObject.ClipPlane and SceneObject.ClipPlaneEnabled For sboxgame/issues/2260
1 Year Ago
Apply mask image & border images in the same way as background images CSS: Fix parsing multiple filters, add a test for it
1 Year Ago
Fix order of operations when rendering drop shadows
1 Year Ago
CSS Drop Shadows (#1069) https://files.facepunch.com/alexguthrie/1b0511b1/drop_shadow.png
1 Year Ago
Combine identical SetBoxShadow and SetTextShadow functions into one Drop shadow property Drop shadow menu UI test Initial rendering support for drop-shadow https://files.facepunch.com/alexguthrie/1b0511b1/devenv_wIlk5l0DF3.mp4 Multiple tests for mask, multiple filter modes, etc. https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png Shader cleanup + optimized compile Render each shadow separately, means we can have multiple drop shadows if we want Move drop-shadow stuff into its own shader, makes sense to separate this out now Minor tweaks + optimized compile for ui_filter and ui_dropshadow Clean up layer rendering Remove ExCSS import (???) Recompile ui_filter.shader
1 Year Ago
Remove ExCSS import (???)
1 Year Ago
Clean up layer rendering
1 Year Ago
Render each shadow separately, means we can have multiple drop shadows if we want Move drop-shadow stuff into its own shader, makes sense to separate this out now Minor tweaks + optimized compile for ui_filter and ui_dropshadow
1 Year Ago
Multiple tests for mask, multiple filter modes, etc. https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png Shader cleanup + optimized compile
1 Year Ago
Combine identical SetBoxShadow and SetTextShadow functions into one Drop shadow property Drop shadow menu UI test Initial rendering support for drop-shadow https://files.facepunch.com/alexguthrie/1b0511b1/devenv_wIlk5l0DF3.mp4
1 Year Ago
Disable VR assert handler Use GetLastPoses instead of WaitGetPoses 🤦‍♂️ Move menu chord check into a better place, keep track of state change
1 Year Ago
Interop bindings for OpenVR overlay intersection Expose VR compositor to managed context VR - only wait for present if we have a valid swapchain Bind GetTrackedDeviceIndexForControllerRole Add GetTipTransformForDevice, use ComputeOverlayIntersection for virtual mouse pos inside VROverlay Nicer way of doing all this custom input stuff TryGetInputDataForControllerRole, don't set nPriority manually (it gets overridden by dashboard anyway) Use dominant hand for VROverlay inputs (for now) Add bindings for action data Fetch & use trigger handle for button presses - probably not the best way to do this, but it'll do for now Managed only menu chord binding Temp place for menu binding hook up, just wanna make sure it works Move menu screen test Forgot to hook up menu chord on right controller, oops
1 Year Ago
Managed only menu chord binding Temp place for menu binding hook up, just wanna make sure it works Move menu screen test Forgot to hook up menu chord on right controller, oops
1 Year Ago
Use dominant hand for VROverlay inputs (for now) Add bindings for action data Fetch & use trigger handle for button presses - probably not the best way to do this, but it'll do for now
1 Year Ago
TryGetInputDataForControllerRole, don't set nPriority manually (it gets overridden by dashboard anyway)
1 Year Ago
Interop bindings for OpenVR overlay intersection Expose VR compositor to managed context VR - only wait for present if we have a valid swapchain Bind GetTrackedDeviceIndexForControllerRole Add GetTipTransformForDevice, use ComputeOverlayIntersection for virtual mouse pos inside VROverlay Nicer way of doing all this custom input stuff
1 Year Ago
Add GetTipTransformForDevice, use ComputeOverlayIntersection for virtual mouse pos inside VROverlay
1 Year Ago
VR - only wait for present if we have a valid swapchain Bind GetTrackedDeviceIndexForControllerRole
1 Year Ago
Expose VR compositor to managed context
1 Year Ago
Interop bindings for OpenVR overlay intersection
1 Year Ago
Add Asset.DumpThumbnail, as well as Dump Thumbnail(s) in asset list context menu
1 Year Ago
Use clamp for texture filtering instead of border inside UI filters, makes blur filter look nicer https://files.facepunch.com/alexguthrie/1b2411b1/filter.png
1 Year Ago
Fix mask image test layout
1 Year Ago
Hide "open menu screen" editor buttons if project isn't active Don't know if this is permanent. Related to sboxgame/issues/3318
1 Year Ago
Custom mask-scope property: default for normal masks, filter to apply to any filters Useful for applying blurs etc. in select areas https://files.facepunch.com/alexguthrie/1b2311b1/sbox_69UkTGRaTg.mp4
1 Year Ago
CSS Masks (#1040) https://files.facepunch.com/alexguthrie/1b2211b1/sbox_fQKTQ4VNsj.mp4
1 Year Ago
Do optimized compiles for ui_cssbox and ui_filter
1 Year Ago
Revert temp changes I made to the menu, didn't mean to commit these
1 Year Ago
Full mask shorthand support - should work with all combinations I think