userAlexcancel

982 Commits over 610 Days - 0.07cph!

1 Year Ago
Cleanup
1 Year Ago
Old MouseWheel should be float not vector2
1 Year Ago
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI MouseWheel -> MouseScroll, obsolete old Ignore scroll if it's not moving in the same direction that the panel overflows in e.g. stops us interfering with vertical scrolls on horizontally scrolling panels: https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4 Invert scroll X axis Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel` WorldInput uses Vector2 for scroll Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
1 Year Ago
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
1 Year Ago
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
1 Year Ago
Invert scroll X axis Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel` WorldInput uses Vector2 for scroll
1 Year Ago
Ignore scroll if it's not moving in the same direction that the panel overflows in e.g. stops us interfering with vertical scrolls on horizontally scrolling panels: https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
1 Year Ago
MouseWheel -> MouseScroll, obsolete old
1 Year Ago
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI
1 Year Ago
Body groups no longer affect hitboxes / hitbox sets Should fix sboxgame/issues/issues/2922
1 Year Ago
CModel::GetAllHitboxSets and CModel::GetAllHitboxes Ignores mesh group mask when fetching
1 Year Ago
Max stack size of 64 like that one popular video game Dragged inventory item UI shows thumb Inventory UI tweaks, resize inventory to 40 + 10 slots
1 Year Ago
Prefer async IO operations Allow configurable FileSystem for caching Write to cache at the FS root directory Allow file system cache to be set in Razor* * S&box doesn't seem to call SetPropertyObject right now. Instead it just ToStrings everything and sends it through SetProperty so this won't actually function until that's fixed. Merge branch 'master' into peter-r-g/fs-changes Fix build error Move cache FS to a library options class Merge branch 'master' into peter-r-g/fs-changes Merge pull request #3 from peter-r-g/peter-r-g/fs-changes FileSystem cache changes
1 Year Ago
Add `GameUtil` class Implement `Container.Add()`, `Container.FindFirstSlot()`, `Container.Move()`, write docs & import them using <include ...>
1 Year Ago
Hook up inventory UI
1 Year Ago
Slot can access private members on Container, all mutative operations are documented as such and call Game.AssertServer()
1 Year Ago
Start refactoring into Container, handles networking for all contained Slots Containers have IDs, have "ownership" over slots Containers can have names, implement FindFirstEmptySlot, Add, store all containers inside static list on server
1 Year Ago
Convert everything to use nullables
1 Year Ago
Enable nullables, treat all nullability warnings as errors
1 Year Ago
Add WarningsAsErrors support for projects Supports a list of errors (e.g. `CS8613;CS8601;CS8625`). Does not support the `nullable` shorthand yet because of a .NET issue (would need to expand manually, which is messy)
1 Year Ago
Remove hard-coded dimension stripping by passing `?width=100%` to the API
1 Year Ago
Experimental `<emojify>` element test Parses a single string into multiple emojis e.g. `:factory: test :alien: hello :winking-face: :smiling-face-with-sunglasses: :pilot:` https://files.facepunch.com/alexguthrie/1b2311b1/sbox-dev_dV2aIi4uPW.png
1 Year Ago
Fix NRE inside inventory Rebuild node.vmat (didn't have texture??) ResourceNode grants 1 iron ingot per hit for now
1 Year Ago
Remove debug logs 😩
1 Year Ago
Fix NRE when fetching font color, fetch font color from current element (will cascade from parent)
1 Year Ago
Icons render at least 32x32 in size
1 Year Ago
Add support for `iconify-icon` alias Make errors nicer when parsing icon name Allow `icon` or `name` for property Refactor fetching etc. into IconifyIcon + support non-tintable icons (e.g. twemoji) Switch `name` over to `icon` in README to match standard Iconify element behaviour
1 Year Ago
Bail from SetIcon when no icon found Reset dirty bool at the start of SetIcon This prevents situations where OnAfterTreeRender is called multiple times and in turn SetIcon before the first one has finished and reset the dirty bool. Don't update Icon if it's passed the same value Fix weird formatting Add S&box .editorconfig dotnet format Merge pull request #1 from peter-r-g/peter-r-g/small-fixes Small Fixes
1 Year Ago
Cleanup Use iconify for icons, inventoryitem displays item count instead of name Smooth camera Z axis for small changes (better crouching, stairs, etc)
1 Year Ago
Formatting
1 Year Ago
Modify default styling to better match text, set dirty in OnLayout to re-render when size changes
1 Year Ago
Run texture fetching async, don't save anything if we failed to fetch icon
1 Year Ago
Remove unused, clean up
1 Year Ago
Initial Commit
1 Year Ago
Fix nullref inside RecipeLibrary if no recipes exist on an item Interaction refactor "Foundry simple" shader w/ point filtering Placeholder resource node model Basic resource node ent
1 Year Ago
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults Auto-generate layout cascading based on inheritance state Use BaseStyles.Default instead of hardcoding defaults Similar to `css-defaults` branch but this does it better - so I'm deleting that in favour of this. Rather than hard-coding the default value every time we fetch it: ```cs var value = Styles.BackgroundColor ?? Color.White; ``` We should be doing something like: ```cs var value = Styles.BackgroundColor ?? Default.BackgroundColor; ``` Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp In FromLerp, check if the property we're trying to change is actually changing Prevents us from stomping property changes when a transition is running with `transition: all` if you have an animation running simulataneously Move default styles into `DefaultStyles`, make everything readonly VirtualScrollPanel uses DefaultStyles Only use fallback inside Lerp functions if from/to are null Move null checks into Lerp functions, remove logs Tidy up, use same code path for lerps Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset Merge fixes, Name -> TypeName
1 Year Ago
Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset
1 Year Ago
Tidy up, use same code path for lerps
1 Year Ago
Only use fallback inside Lerp functions if from/to are null Move null checks into Lerp functions, remove logs
1 Year Ago
VirtualScrollPanel uses DefaultStyles
1 Year Ago
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults Auto-generate layout cascading based on inheritance state Use BaseStyles.Default instead of hardcoding defaults Similar to `css-defaults` branch but this does it better - so I'm deleting that in favour of this. Rather than hard-coding the default value every time we fetch it: ```cs var value = Styles.BackgroundColor ?? Color.White; ``` We should be doing something like: ```cs var value = Styles.BackgroundColor ?? Default.BackgroundColor; ``` Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp In FromLerp, check if the property we're trying to change is actually changing Prevents us from stomping property changes when a transition is running with `transition: all` if you have an animation running simulataneously Move default styles into `DefaultStyles`, make everything readonly
1 Year Ago
Generate Style.Unset(), start using IsSet()
1 Year Ago
Use separate map for menu scene, designed for that specific purpose
1 Year Ago
Remove nullability from public-facing BaseStyles properties We'll keep the internal nullable fields, allowing us to automatically refer back to default property values if these are null (these are now defined alongside the properties themselves). This means we don't have to keep remembering the default values for each CSS property and check for null manually each time - which is a massive pain in the ass and was spilling over into our menu addon(!)
1 Year Ago
Triangulate quads inside obj loader Conveyor is ModelEntity, uses model exported from Hammer w/ hotspot textures
1 Year Ago
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
1 Year Ago
Fix chat Set tickrate in project settings Dev map update + full compile Use vmap inside menu scene Tweak menu card styling, don't filter
1 Year Ago
Squash merge of mainmenu branch
1 Year Ago
Default to using opposite value inside BaseStyles.Lerp functions if a value is null
1 Year Ago
PanelTransform.Lerp will handle null for us, we don't need to do it inside BaseStyles.Lerp