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478 Commits over 396 Days - 0.05cph!

11 Months Ago
UI: When building transforms, apply inverse of parent UI: Temp ordered transform list when building matrix
11 Months Ago
Make border-wrap size resolution independent UI: Flip top & bottom angles to match spec UI filter & text shader cleanup
11 Months Ago
Split panel layer logic, clean up Add attributes to shaders where dynamic params were being used before
11 Months Ago
Compile optimized ui border wrap shader
11 Months Ago
Initial `filter: border-wrap( ... )` implementation For alpha-based borders, e.g. images https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_D1MzaQjB8X.mp4
11 Months Ago
Use FromShader for UI materials, delete vmats
11 Months Ago
Editor console filter (#1085) https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ULtfmHPA94.png
11 Months 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
11 Months 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")
11 Months Ago
VR: Move high-resolution menu rendering behind IsHighQualityVR property on RootPanel
11 Months Ago
VR: Only wait for present if we have a valid swapchain handle UI: Save default render target when iterating through layer stacks
11 Months Ago
UI: Fix division by zero inside KeyFrames when startBlock and endBlock intervals match UI: Implement animation-fill-mode
11 Months Ago
UI: Implement background-blend-mode
11 Months 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
11 Months Ago
Cleanup
11 Months Ago
Do filter highlighting in 2 steps to prevent HTML tag contamination
11 Months Ago
Use .Any instead of .All when checking filter terms
11 Months Ago
Switch to using filter terms (list of keywords separated by spaces) Use stringbuilder instead of regex for highlighting
11 Months Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4 Also apply filter to logger name
11 Months Ago
Also apply filter to logger name
11 Months Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4
11 Months Ago
Use mask image for main menu GameGroup
11 Months Ago
Add mouse pitch & yaw invert options Related to sboxgame/issues/2708
11 Months Ago
Add adjust-hue to color parser
11 Months Ago
RenderAttributes: add GetComboInt, GetComboBool, GetComboEnum functions SceneObject: add getters for ClipPlane and ClipPlaneEnabled
12 Months Ago
SceneObject.ClipPlane and SceneObject.ClipPlaneEnabled For sboxgame/issues/2260
12 Months Ago
Apply mask image & border images in the same way as background images CSS: Fix parsing multiple filters, add a test for it
12 Months Ago
Fix order of operations when rendering drop shadows
12 Months Ago
CSS Drop Shadows (#1069) https://files.facepunch.com/alexguthrie/1b0511b1/drop_shadow.png
12 Months 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
12 Months Ago
Remove ExCSS import (???)
12 Months Ago
Clean up layer rendering
12 Months 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
12 Months Ago
Multiple tests for mask, multiple filter modes, etc. https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png Shader cleanup + optimized compile
12 Months 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
12 Months Ago
Disable VR assert handler Use GetLastPoses instead of WaitGetPoses 🤦‍♂️ Move menu chord check into a better place, keep track of state change
12 Months 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
12 Months 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
12 Months 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
12 Months Ago
TryGetInputDataForControllerRole, don't set nPriority manually (it gets overridden by dashboard anyway)
12 Months 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
12 Months Ago
Add GetTipTransformForDevice, use ComputeOverlayIntersection for virtual mouse pos inside VROverlay
12 Months Ago
VR - only wait for present if we have a valid swapchain Bind GetTrackedDeviceIndexForControllerRole
12 Months Ago
Expose VR compositor to managed context
12 Months 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