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265 Commits over 183 Days - 0.06cph!

5 Months Ago
Move scene shortcuts back to static class now that they work properly (ty sol)
5 Months Ago
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes. Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
5 Months Ago
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
5 Months Ago
Made F3 Shortcut type Window instead of Application.
5 Months Ago
Fixed W,E,R binds not working for object tool being set automatically
5 Months Ago
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
5 Months Ago
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
5 Months Ago
Make F5 and F6 editor binds window-exclusive instead of application-wide Force F1-F12 shortcuts to invoke properly when focused on Game tab.
5 Months Ago
Make SetTool and SetSubTool public so they are accessible to editor libraries
5 Months Ago
Remove optional argument from GetMethodsWithAttribute and instead have an overload with the parameter required. This should solve tests failing.
5 Months Ago
Unify the names of all tool shortcuts Rebuild Keybind List widget on hotload (when Shortcuts are added/removed). Order Shortcuts alphabetically so list order isn't random
5 Months Ago
Add Shortcut for Object Tool, and only allow Subtool Shortcuts if proper parent Tool
5 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 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) 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 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. 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 Fix SaveMixer being static Change "F5" -> "editor.toggle-play" on Play menu option Cache the overrides so we don't have to keep checking against EditorCookie Super minor cleanup Rename Name -> DisplayName so there's no conflict on KeybindPanel Fix ShortcutOverrides not loading properly Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing. Remove `Editor.Option.ShortcutContext` Strip native shortcuts from `Editor.Shortcut` class. Make class internal. Documentation cleanup Update Shortcut.Invoke so it handles Mode logic EditorShortcut.Invoke is now a bool returning whether or not a shortcut was invoked from the pressed keys Shortcuts are now invoked from Sandbox.Tools instead of thru native QT shortcut. Make `scene.fullscreen` (F4) bind static. Fixes rebuilding issue. Fix Function Keys not being sent when in-game since it was checking for a console bind instead of keybind Fix number keys not working Create keybinds for the different Tools now that Editor.Shortcut is internal Create keybinds for the different subtools for the same reason Mark `MenuAttribute.Shortcut` as Obsolete. Get identifier from `[Shortcut]` attribute if one exists. Update Shortcut value in AssetInspector Display shortcuts on Tool and Subtool buttons without need for ShortcutAttribute on the class Mark Editor.Option.Shortcut as [Obsolete], telling users to use Editor.Option.ShortcutName instead GlobalKeyPressed now passes KeyEvent instead of key int Added KeyEvent.Name which returns the name of the key pressed based on it's KeyCode and NativeKeyCode Strip the Shortcut class from EditorShortcuts altogether, reducing bloat and fixing widget focus issues. Pulled ShortcutType enum outside of ShortcutAttribute class. Added `Widget.IsDescendantOf` and `Widget.IsAscenstorOf` Check if widget is a descendant of the focused widget when invoking shortcuts NRE fixes Don't invoke shortcuts if the focused widget is an input field Remove hack to call F1-F12 binds in the editor. Make F6 Editor Shortcut to replace F6 bind. Merge pull request #1624 from Facepunch/editor-keybinds Editor Keybinds
5 Months Ago
Add support for number pairs in `aspect-ratio`. Can supply as `16/9`, `4:3` or `2 1`. Resolves Facepunch/sbox-issues#5975
5 Months Ago
Fix Save All Scenes only saving the current scene
5 Months Ago
Added Vector2Int * Vector2Int operator since I forgot it
5 Months Ago
Add Gizmo.Draw.Grid(GridAxis, Vector2) to draw a grid of non-square size
5 Months Ago
Make LobbyCards look different from PackageCards so it's a bit more obvious that they are lobbies and not the games themselves.
5 Months Ago
Added OnOrg to PackageCard and PackageList. Added basic Org Page when clicking org on Main Menu. Helps users find games made by the same creator(s). https://files.facepunch.com/CarsonKompon/2024/July/26_01-31-CuddlyCaracal.mp4
5 Months Ago
VectorInts are fields instead of properies (like they used to) with [JsonInclude] fields
5 Months Ago
Don't make VectorInt properties readonly since some games set them already (fixes tests failing)
5 Months Ago
Added a lot more functionality to Vector2Int and Vector3Int. Much more in line with their floating-point counterparts now, only including what makes the most sense for integer values. Also added documentation/summaries to everything. Resolves Facepunch/sbox-issues#5254 Fix Vector3Int converter error
5 Months Ago
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2" Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821 Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
5 Months Ago
Only check for StartupScene in Publish Wizard if Type == "game"
5 Months Ago
Fix error when startup scene is set but not immediately recognized
5 Months Ago
Fix NRE when opening PublishPage directly
5 Months Ago
Added Warning to Publishing Wizard telling you which issues need to be resolved in order to upload. Don't allow upload if startup scene is not set or is set and does not exist. https://files.facepunch.com/CarsonKompon/2024/July/23_07-24-LovablePaintedladybutterfly.png
5 Months Ago
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size. https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
5 Months Ago
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4 Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments. Give Network Options button ToolTip Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation" Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled Grey out interpolation icon when disabled Merge pull request #1631 from Facepunch/new-inspector-network-menu Updated Network Settings Menu in GameObject Inspector
5 Months Ago
Show Prefab Variable button before Nullable button in ControlSheet
5 Months Ago
Add Box Gizmo to Hitbox Component
5 Months Ago
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
5 Months Ago
Hook up File -> Open Scene (Resolve TODO)
5 Months Ago
Call MapInstance.OnCreateObject for all objects instead of just those that weren't supported. Allows users to add/remove behaviour to any loaded map object.
5 Months Ago
Fix the Top 2D View (so X is horizontal and Y is vertical)
5 Months Ago
Fix typo "ChildrentWantMouseInput" -> "ChildrenWantMouseInput"
5 Months Ago
Make Mouse.OverridingVisibility internal
5 Months Ago
Added setter to Mouse.Visible so you don't have to create a panel with pointer-events just to unlock your mouse.
5 Months Ago
Update minimal scene so its not running upgraders when you make a new project.
5 Months Ago
Add header to PageNotifications so it's the same as the others
5 Months Ago
Change project open file filter from ".sbproj" -> "*.sbproj" to find named project files
5 Months Ago
Don't serialize component [Property] variables if they have [JsonIgnore] attribute
5 Months Ago
Fix New Project button in Editor Launcher
5 Months Ago
Make sure Top 2D view isn't flipped 180deg (Makes everything face upright at default rotation, perfect for 2D games)
6 Months Ago
Added ResourceLibrary.GetAll<T>. Resolves Facepunch/sbox-issues#4749
6 Months Ago
Fixed SwitchControl styling
6 Months Ago
Make BaseDropObject public so it's accessible to editor tools
6 Months Ago
Fix "Value cannot be null." when ControlWidget cannot be created for property
6 Months Ago
Fixed "Hidden" banner styling. Resolves Facepunch/sbox-issues#5746
6 Months Ago
DockManager only looks for types with DockAttribute. Fixes "Inspector" dock not being created if you had another class named "Inspector", ect.