240,800 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
1 Year Ago
CSS: Better Autogen (#1222) Leaves out nullability changes for a later pain day, but includes layout cascade auto-gen, transition/animation default value handling w/ auto-generated defaults, and guarantees a value for every property in ComputedStyles (although the compiler isn't aware of this yet).
1 Year Ago
1 Year Ago
VCS: only tick for panels that want mouse input VCS: fix is-pressed style
1 Year Ago
backup 4 hop
1 Year Ago
crowbar texture update and worldmodel
1 Year Ago
▆█▉▉▋▅ ▅▋▆▍▄▅▋▊ ▉▇▅▇▆▅▋▋▄▉ (▇█▇▋▄ ▄▇▊▉▆▉▋ ▊▍▍▆▊▇ ▋▍▌ ▌▊▅▌ ▌▌█▇▆ █▉█▍▆▆ ▋█▋▆▉▇▉ ▉▅▌▊▅█)
1 Year Ago
trenchknife folder name correction
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 Generate FillDefaults() function, call inside PreLayout.BuildFinal, add Length.Undefined Fix a bunch of defaults (need better way to check if a property is set tho) Add `Style.IsDefault( name )` Bad idea to call FillDefaults here since it will stomp previous keyframes backdrop-filter-hueRotate is backdrop-filter-hue-rotate (oops) mask-position defaults to 0,0 Use IsDefault when necessary inside tests (HasValue will always be true for ComputedStyle properties), only check where necessary (i.e. if we're not also checking the value itself) Scrolling fixes Remove DefaultStyles, internalize IsDefault, FillDefaults, ApplyCascading Handle `overflow` prop defaults separately Use HasScrollY inside panel input Get rid of remaining null coalescing shit - ComputedStyle properties are no longer null ComputedStyles has its own class w/ no nullables, helps clean things up Remove unused, clean up
1 Year Ago
1 Year Ago
▋▊█▍ ██▌▆▍▌▋ ▌▋▄██, ▌▉▅▍▇▍ ██▄▉▋ ▌▅▊▆▌▇ ▅█▊▅▍█
1 Year Ago
▆▇▋▋▍ ▊▇▋▌ █▄▄▄, ▉▋▌█ ▍▅ ▉▆▋▇▅▍
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
1 Year Ago
Don't moan about missing voice input
1 Year Ago
Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
1 Year Ago
added Trench Knife https://files.facepunch.com/rickgreeve/Trenchknife.jpg
1 Year Ago
Spaghelli M4 and shotgun shell https://files.facepunch.com/rickgreeve/BenelliM4_textures_05.jpg
1 Year Ago
TypeSerializedObject handles editing value types from multiple TypeSerializedObject's Float and integer controls have draggers Fix ControlWidget.Create sometimes selecting wrong types Add AnglesControlWidget RotationControlWidget Added TransformControlWidget Add MarginControlWidget Add RectControlWidget Add BoolControlWidget
1 Year Ago
added snow blend https://files.facepunch.com/jason/1b1111b1/sbox_1g5fWqPdU1.mp4
1 Year Ago
Parent merge
1 Year Ago
Prefab and directory backups
1 Year Ago
Failing test reproducing #1257 Fixed #1257
1 Year Ago
Merge from main
1 Year Ago
Revert the accidental world model scale changes to paddle, pitchfork, wooden spear, stone spear. Keep the actual weapon rack scale override configs.
1 Year Ago
Unsaved
1 Year Ago
Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings) Added more help steps
Leaderboard backup, run #5861
1 Year Ago
Unsaved
1 Year Ago
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state) Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs
1 Year Ago
Exposed anamorphic barrel and anamorphic squeeze to Dof Exposer Dof Exposer will no longer update it's values if the component is disabled or the gameobject is in a disabled hierarchy Debug camera readout values will now display dof exposer values if there is an active exposer Added dof distance to camera info readout
1 Year Ago
Cleanup
1 Year Ago
Fixed parachute mount anchor in incorrect position Adjust parachute dismount handling to be a bit more forgiving of collisions Remove the terrain height measurement and just move the player back slightly if they are in an invalid location when dismounting due to a collision
1 Year Ago
player collision stealth upgrade janky chatbox fixes Merge branch 'main' of sbox-sausagesurvivors2 floater fixes upgrade floater fixes
1 Year Ago
Fixed video player
1 Year Ago
v_mp5: reduce jump/land/airborne additives while in ironsights
1 Year Ago
v_mp5: added jump/airborne/land (temp anims for now)
1 Year Ago
v_usp: fixed landing to idle transition referencing invalid parameter IDs
1 Year Ago
Add non inherited variant of GetTypesWithAttribute Integer editors Added TypeLibrary.GetEnumDescription Enum/Flags controls Fix error on startup
1 Year Ago
Color.TryParse fixed Added ColorControlWidget
1 Year Ago
Add TypeDescription.Fields TypeDescription and MemberDescription include SourceFile and SourceLine (allows sorting properties by line number) Add ControlSheet to Widget Gallery Switch prefab editor to use ControlSheet
1 Year Ago
Refactor Redraw widget when dropped on status changes
Leaderboard backup, run #5837
1 Year Ago
Unsaved
1 Year Ago
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
1 Year Ago
Industrial conveyors will no longer put clothing items in the belt bar of a locker Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
1 Year Ago
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1 Year Ago
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1 Year Ago
Hook up properties to texture file settings we care about for 2D Restore unmodified file on close if file has been modified and not saved Allow windows to bypass closing (for save prompts etc) Throw up save prompt when closing with unsaved changes Add asset browser for quick drag drop of images Use tab widget for 2d, array, cube types Don't save if there's been no unsaved changes
Leaderboard backup, run #5827
1 Year Ago
Refactor, more lenient on type conversion WIP widgets