userCarson Komponcancel

697 Commits over 122 Days - 0.24cph!

3 Months Ago
Flip attach points when sprite is flipped Don't update attachments in SpriteAnimationSystem, only do it when necessary
3 Months Ago
Update Sprite Tools Added basic enemy aggro, chasing nearest player Enemy faces in moving direction
3 Months Ago
Update Attachments properly for non-square aspect ratios
3 Months Ago
Updated Sprite Tools Added Wood Enemy Sprite (Fucker with the abnormal aspect ratio)
3 Months Ago
Don't stretch asset preview/thumbnail for sprites with non-square aspect ratio Timeline FrameButtons no longer stretch Sprites with non-square aspect ratio
3 Months Ago
Add TextureAtlas.AspectRatio SpriteComponent now supports Sprites of non-square aspect ratios Fixed not being able to click on Sprite Components to select them in the Scene
3 Months Ago
TextureAtlas now supports packing textures of non-square aspect ratio Added Sprite Tools -> Flush Texture Cache to Menu
3 Months Ago
Fix origin/attach point pixel snapping on images that weren't square aspect ratios Fix origin/attach point bounds and dragging on images that aren't square aspect ratio "Point Controls" shortcut buttons now set origin directly instead of setting via the draggable Add CTRL+Wheel to quickly zoom in/out of Sprite Editor Timeline https://files.facepunch.com/CarsonKompon/2024/July/16_08-21-ThoroughVerdin.mp4
3 Months Ago
Fixed some poor logic 😅
3 Months Ago
DeathProgress no longer [Sync] var Thing networking changes Changed some [Broadcast] RPCs to [Authority] Added Singleplayer button to main menu
3 Months Ago
Initial commit Update .sbproj Add Sprite Tools library Temporary CC0 Player Sprite/Textures Temporary CC0 Weapon Sprite Basic Entity and Player Component Basic Player Movement and Aiming/Camera Movement Make the Player a prefab Simple GameManager which purely acts as a Network Manager for now (without actually hosting a lobby) Basic Weapon Component. Player is given a weapon and will hold it in the aim direction Added WeaponResource and renamed Weapon to WeaponComponent. Store most of everything in the resource. Add collisions to the Player Update Sprite Tools Update Sprite Tools Create Projectile prefab and update all SpriteComponents to use new default UpDirection [Sync] some properties and add some IsProxy checks WeaponComponent fires Projectiles on LMB Add CameraManager. Screen Shake on fire Added FireSound to WeaponComponent and added muzzle flash to first frame of bullet sprite Added some basic enemies that act as some nice bullet sponges
3 Months Ago
Fix default rotationOffset when placing a new sprite
3 Months Ago
Make sure attach points respect the UpDirection
3 Months Ago
Fix the Top 2D View (so X is horizontal and Y is vertical)
3 Months Ago
Added UpDirection to SpriteComponent. Added JsonUpgrader to prevent previous components from becoming the new default.
3 Months Ago
Fix Frame -> Duplicate creating a duplicate reference of the current frame instead of a duplicate copy
3 Months Ago
Fix ShortcutOverrides not loading properly Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
3 Months Ago
Fix typo "ChildrentWantMouseInput" -> "ChildrenWantMouseInput"
3 Months Ago
Make Mouse.OverridingVisibility internal
3 Months Ago
Added setter to Mouse.Visible so you don't have to create a panel with pointer-events just to unlock your mouse.
3 Months Ago
Basic 2d player movement for example scene https://files.facepunch.com/CarsonKompon/2024/July/14_21-17-MemorableSteed.mp4
3 Months Ago
SpriteDropObject now respects camera rotation Remove shit we don't need in the example project anymore Right Click -> Delete in the Sprite Editor Timeline will delete all selected frames if multiple are selected Update Ninja Frog sprite to include all necessary animations Add `HasBroadcastEvents` to SpriteComponent. Hide Broadcast Events in Inspector if `!HasBroadcastEvents`. Add `Bounds` to SpriteComponent Add "footstep" events to Ninja Frog sprite Remove all the old code files from the example project Update the example scene
3 Months Ago
Updated Player footstep events and made Footsteps component play based on broadcast event Dash adds velocity to the player instead of firing a trace. Allows player to keep momentum with dash
3 Months Ago
Fix broadcast events not firing on the first frame on the first loop. Fixed BroadcastEvents not firing when PlaybackSpeed is negative (reverse).
3 Months Ago
Yummier, squishier squish
3 Months Ago
Update minimal scene so its not running upgraders when you make a new project.
3 Months Ago
Add header to PageNotifications so it's the same as the others
3 Months Ago
Fix StartingAnimationName returning "" when it couldnt find anim
3 Months Ago
Fallback when no obtainable origin for SpriteComponent gizmo
3 Months Ago
Rename Name -> DisplayName so there's no conflict on KeybindPanel
3 Months Ago
Super minor cleanup
3 Months Ago
Cache the overrides so we don't have to keep checking against EditorCookie
3 Months Ago
Change "F5" -> "editor.toggle-play" on Play menu option
3 Months Ago
Fix SaveMixer being static
3 Months Ago
Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option
3 Months Ago
Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set.
3 Months Ago
Cleanup shortcut groups Added individual Revert button when bind is different from the default https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4
3 Months Ago
Remove the animator stuff for now. If I end up doing this it'll be on another branch Micro-optimization Add warning when calling PlayAnimation for an animation that doesnt exist
3 Months Ago
Allow non-static method shortcuts since there seems to be a good chunk of those Stop feeding shortcut to Options for now Fix size of Editor Keybinds page Fix using the wrong widget for non-static shortcuts Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function Completely remove EditorPreferences.Keybinds Change name/groups for a few shortcuts Order categories by name in PageKeybinds Remove some debug logs Create Texture Editor and Actiongraph shortcuts Create ShaderGraph, Hotspot Editor and some more scene shortcuts Add GameObject/Transform shortcuts and fix static method issues. Made grid size shortcuts Window type instead of Widget type Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor) Make classes with [Shortcut] attribute properly rebindable (used for editortools)
3 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs
3 Months Ago
Get keys from shortcut name in Option.cs
3 Months Ago
Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override.
3 Months Ago
Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries
3 Months Ago
Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png
3 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4
3 Months Ago
Prevent multiple toolbars in Sprite Editor Can open multiple Sprite Editors to edit multiple sprites at once now Remove UpdateWindowTitle from SpriteEditor Preview Added Animator Dock/Tab to Sprite Editor Update .sbproj files Update example files
3 Months Ago
Serialize Tint and apply to SceneObject when created.
3 Months Ago
Change project open file filter from ".sbproj" -> "*.sbproj" to find named project files
3 Months Ago
White outline when selected (similar to renderer components)
3 Months Ago
Fixed SpriteComponent Gizmo hitbox (Facepunch/sbox-spritetools#2) https://files.facepunch.com/CarsonKompon/2024/July/10_10-17-BasicChipmunk.mp4