979 Commits over 610 Days - 0.07cph!
Search improvements
Asset popup, will turn this into something more tooltip-oriented later
https://files.facepunch.com/alexguthrie/1b1311b1/NVIDIA_Overlay_dydj5BF71f.png
Finish up breadcrumbs
https://files.facepunch.com/alexguthrie/1b1311b1/NVIDIA_Overlay_hwWEGSpi0T.mp4
Tweak categories
Group asset types with a toggle
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_IwtzsHuw5A.mp4
Revert "Test rendering asset thumbnails as animated images, see if it works"
This reverts commit 3df3c676a41be1aeacddc99c8a0640e2c6c976a6.
Basic search
Make search progressive
Search through subdirectories
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_JJc4EiRmM9.mp4
Basic filters
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png
Tag prefix provider
Don't need prefix for autocomplete
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
Make VRController.GetJointData() public so people can make their own hand components
Test rendering asset thumbnails as animated images, see if it works
Means we're not loading an asset when you hover over something.
Works nicely but not sure about thumbnail generation times or cached
thumbnail sizes
https://files.facepunch.com/alexguthrie/1b0611b1/NVIDIA_Overlay_4Y9sYV1MfZ.mp4
Live preview test
Live preview cleanup, fade
https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4
LivePreview fixes
Search widget
Get rid of live preview, not a good idea right now
Image & prefab preview tweaks
Use poppins for "add..." button
Asset highlight tweaks
Gradient backgrounds
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_jeVfRAn7hg.png
Tweak mini icon position
PathWidget defaults to not editing
Add "new..." toolbar button
Remove "Add..." icon that was placed alongside assets
AssetEntry tweaks
Move small icon to bottom left
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_ErwJGSWqRl.png
PathWidget fixes
Fuck calling GetFileThumbnail(), create bespoke icons for unknown file types
I was hoping that the qt api stuff I was using here would show nice
previews, but it's just a really slow way to get the default Windows
thumbnail for a file, which kinda sucks
Takes loading a folder of 10,000 files from 20 seconds down to virtually
instant
Initial breadcrumb path widget (stole this idea from Sol)
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_kd5mxUPugL.png
Click path widget to edit
Folder icons
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_ybsrWWIkvk.png
Asset types use game resource background color if available
Nav
Better lighting on material preview
Marginally better, just to differentiate from textures inside asset browser
https://files.facepunch.com/alexguthrie/1b0411b1/chrome_PKtw8FvsR0.png
Might revisit and make these animated or something later?
Test 'new entry' button, asset entries handle overlay & icon rendering themselves
New theming test for asset list
https://files.facepunch.com/alexguthrie/1b0411b1/NVIDIA_Overlay_BMbGEdG72f.png
Use asset type colors inside FileUsageWidget
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
Refactor AssetList
Standalone wizard has its own log, shows progress bar
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_ox4GI7O0Iv.png
Clean up standalone wizard
Don't create downloads folder in standalone
Disable error reporter / sentry for standalone
QFile bindings for thumbnails
Can specify width/height for file thumb
Initial - strip everything down (remove filtering etc)
UI: Unset values if unit is undefined
Basic version property editor
Standalone: move ExportConfig into Sandbox.Tools, allow setting version/date/development build
Standalone: load version/date/development build info from manifest on startup, open up Standalone class
`Standalone.IsDevelopmentBuild`
`Standalone.Version`
`Standalone.VersionDate`
When accessed from outside standalone, will return default values
Default to private in editor mode
Add editor options for lobby privacy
Currently very boolean - either private or public - would like to do
something org-based in future, or have custom filters
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_L6ZTVFAOVc.png
Automatically look for stylesheets based on `Internal.ClassFileLocationAttribute`, added by Razor codegen, to implicitly load stylesheets based on class filename
Means that [StyleSheet] is no longer required to load `MyClass.razor.scss` etc.
Update fpxr to cf91368, fixes EXCEPTION_ACCESS_VIOLATION_EXEC inside InitHandTracking
Fix EXCEPTION_ACCESS_VIOLATION_EXEC finside InitHandTracking
Stick loading percentages & speed next to ETA
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_HHsui18lvO.png
Loading screen styling tweaks
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_Bul8fCTXAG.jpg
Tweak game starting card, no longer stretches and skews thumbnails
Basic wheel gizmo - shows forward direction, suspension length, wheel radius
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_QgaiG0rqSa.png
VR: Fix skyboxes by using the override frustum given if rendering in stereo, and then apply skybox-related modifications on top
(e.g. skybox scale, skybox world origin, etc).
We also push a middle eye origin + angles through to CCameraRenderer now.
VR: HapticEffect sends duration in milliseconds, as expected
VR: Hook WorldScale up directly to IPD
VR: Always use tracked device transform, even if hand tracking is available (for now)
Fixes controller tracking
Show ETA on loading screen
https://files.facepunch.com/alexguthrie/1b2211b1/sbox_Ai6NLIszih.png
In standalone, run CreateGame after doing all our standalone setup - because otherwise we'll be loading the game assembly without any info
(cherry picked from commit 1102b357f284b26b2bab11bedfc23bb5e15c47a1)
Separate DevUI (console, errors) addon code out into its own addon
Clean up MenuSystem and MainMenuPanel
In standalone, run CreateGame after doing all our standalone setup - because otherwise we'll be loading the game assembly without any info
DevUI gets its own ContextLocal scope
Add DevUIDll
Test for DevUI
Standalone: move IsWhitelistDisabled option into project config, so that it saves into the .sbproj like everything else
Standalone: blacklist DLLs we don't need (cuts down export size by ~130mb)
Nametag same as vitals
Compass uses transparent center texture
Vitals uses character name
Make compass smaller
StatUpgradesPanel as part of HUD
Tweak stat upgrades / inventory styling (we should probably do a full screen for this)
Hotbar styling test
Vitals UI, shows XP/level (as donut) and health (as progress bar)
Compass style tweaks
Remove big XP bar
Hotbar styling tweaks
Move chat top-left, make it less obtrusive
Mark scenes as needing to call OnJoined before we call OnStart() on components etc.
I don't know if this is the best way to do this - please change
if there's something better
Don't tell the network system we've finished loading if we're loading an editor scene