userAlexcancel

982 Commits over 610 Days - 0.07cph!

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
Quick loading screen implementation Reduce menu character lookat weight when cursor is close
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
Menu citizen looks at mouse
1 Year Ago
Just display server name and player counts in co-op for now
1 Year Ago
Display player counts in co-op card Secondary hover gradient for cards
1 Year Ago
Move MainMenu into Menus/
1 Year Ago
Search for active lobbies in co-op panel Styling tweaks Force IsNewPlayer to false for now
1 Year Ago
Basic main menu layout, temporary logo Menu card tweaks Move all our menu stuff into MainMenu/ Prototype co-op card https://files.facepunch.com/alexguthrie/1b0611b1/sbox-dev_OcswJRxiL2.png Simpler menu layout for new users thru cookies Hexagon shape in logo
1 Year Ago
Fix order of operations when rendering drop shadows
1 Year Ago
Squashed commit for all the conveyor stuff
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
First pass on runtime-generated conveyor meshes Improved conveyor mesh gen, fits corners better Clean up conveyor meshing code, better UV mapping Set lenient render bounds for conveyor entity mesh Clean up conveyor meshing code Conveyor debug Conveyors take Start, End, and 2 control points
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
tiny inventory style adjustments / fixes Use material icons
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
Make citizen look much less intimidating in inventory menu
1 Year Ago
Inventory UI rework https://files.facepunch.com/alexguthrie/1b3111b1/sbox-dev_ySaBroedEg.png Basic cubic bezier implementation
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
Inventory rewrite
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
1 Year Ago
Fix mask-position Move image rect calculations into a class shared between background image and mask image Initial `mask` shorthand support
1 Year Ago
Initial mask-image implementation https://files.facepunch.com/alexguthrie/1b1711b1/sbox_YDcpSIrUj9.png Mask-mode property, supports luminance & alpha New mask-image tests Apply css mask in panel layers https://files.facepunch.com/alexguthrie/1b1811b1/sbox_T4K1fa32Po.png Tests for mask-position, mask-size Basic mask-size, mask-position support, use custom alpha texture for tests We handle proper defaults for mask-size and mask-position, so no need to hack around it MaskAngle, convert to radians properly after parsing angles Use dict for angle direction LUT (easier to read) Fix RotateTexCoord not rotating correctly when given radians as input Simpler mask image test menu
1 Year Ago
Simpler mask image test menu
1 Year Ago
Fix RotateTexCoord not rotating correctly when given radians as input
1 Year Ago
Basic mask-size, mask-position support, use custom alpha texture for tests We handle proper defaults for mask-size and mask-position, so no need to hack around it MaskAngle, convert to radians properly after parsing angles Use dict for angle direction LUT (easier to read)
1 Year Ago
Tests for mask-position, mask-size
1 Year Ago
Apply css mask in panel layers https://files.facepunch.com/alexguthrie/1b1811b1/sbox_T4K1fa32Po.png