1,136 Commits over 214 Days - 0.22cph!
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
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
Move SpriteRenderingWidget up to SpriteTools namespace
Move SpritesheetImporter from SpriteTools.SpriteEditor namespace to SpriteTools namespace and make import an Action that SpriteEditor hooks into.
Hook up SpritesheetImporter to TilesetEditor window
Updated TileResource structure and prepared for creating Tileset Editor
Move UndoStack from SpriteTools.SpriteEditor to SpriteTools namespace
Removed AllWindows from SpriteEditor. Removed some debug logs from SpriteEditor. StateCookie is based on resource opened
More updates to TilesetResource. TilesetResource is titled "2D Tileset" and Tileset Component is "2D Tileset component".
Added SpriteComponent and TilesetComponent to "2D" category
Basic TilesetEditor (Empty Window for now. Fitted with asset saving/loading, toolbars, undostack, ect.
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
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
Fix Function Keys not being sent when in-game since it was checking for a console bind instead of keybind
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.
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.
Fix e defined but not set
Removed unused variable viewerPosition
Show preview tile under cursor when in Tileset Tool. Fit to Grid nicely
Import some tile assets
Test Tileset Resource
TilesetLayerControl deletes on right click without the additional popup
Rebuild TilesetToolInspector when Selected Layer changes. Serialize Selected Layer as part of the ControlSheet
Fixed TilesetComponent SceneObject vertex maths. Each layer now gets its own material, sharing materials between layers if same atlas is used.
Update Grid Size to follow Tileset size
Fix Selected Layer inspector update
TilesetComponent NRE fixes
Sync attacking animation
Broadcast Explosion animation for Exploder
Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading.
No longer take ownership of Manager GameObject
No longer take ownership of the GameObjects that shouldn't be owned by anyone
Mark a bunch of client-side prefabs as Never Network
Update Shadow Spawning and make them client-side. Reduces a ton of network load.
Remove .wav files from ResourceFiles
Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes
Stop looping through every player and doing sqrt calculations for each individual sfx
Don't network Current/Required Experience since it isn't shown to other players
Don't run certain Spitter code on non-host
EnemyBullets should only check collisions on host
Don't update Hud on Time.Now, make fade in client-side
Save game.scene after having it run the JsonUpgraders
Only check for StartupScene in Publish Wizard if Type == "game"
Fix error when startup scene is set but not immediately recognized
Ask for confirmation before deleting animation w/ right click
Added .Copy() functions to Tile and Layer classes
TilesetToolInspector NRE fix
Added Context Menu to TilesetLayerControl
https://files.facepunch.com/CarsonKompon/2024/July/23_07-52-ImperfectAmphibian.mp4
Fix TilesetLayerListControl Height
Create TilesetSceneObject for drawing tiles in a single Graphics.Draw call.
Replace Delete IconButton with Lock Button.
https://files.facepunch.com/CarsonKompon/2024/July/23_08-49-GrowingMastiff.png
Fix NRE when opening PublishPage directly
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
Added Dragging to re-order Layers
https://files.facepunch.com/CarsonKompon/2024/July/22_23-09-ThoughtfulNabarlek.mp4
Change Height of Layer Scroll Area
Darken the layer being dragged
Moved existing Code files into a "Sprite" folder
Create Tileset folder and add a basic TilesetResource
Add empty TilesetComponent with stripped Tile class. Will optimize this further later.
Began basic Tileset Tool, Draw grid with gizmo instead
Create TilesetToolInspector, rebuild on hotload
Strip TilesetComponent.Tile class and add TilesetComponent.Layer class
TileMapTools -> TilesetTools. Add ControlSheet to TilesetToolInspector
Create GameObject w Component when necessary
Added SelectedLayer and Active to TilesetTool.
Tileset Tool Header shows Selected Layer
Created Layer List Widget and Layer Widget, displays in both ToolInspector and TileComponent
https://files.facepunch.com/CarsonKompon/2024/July/22_22-51-HugeOtter.mp4
TilesetComponent.Layers is now a property under the Layers group
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
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
Grey out interpolation icon when disabled
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
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
Show Prefab Variable button before Nullable button in ControlSheet
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant
Add Box Gizmo to Hitbox Component
Fix RoomManager gizmos
Update Sprite Tools
Fix Texture.Load issue in ItemComponent
Updated Sprite Tools
Show Aggro Range gizmo when enemy selected
Optimize single non-spritesheet Sprites
Another TextureAtlas NRE fix when uninitialized
Fixed CellOffset visual display in Spritesheet Importer
Fixed Cell Offset in Import process
Use Pixel Font for Damage Numbers
Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
Fixed enemies walking through walls
Fix dash networking
Added Enemy Spawner Component, Sprite and Prefab
PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room.
Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies.
https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
Hook up File -> Open Scene (Resolve TODO)
Move some scripts into new folders
Fix some Player networking issues
Player and other Entities no longer run OnFixedUpdate when Map is generating
Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it.
Add EndFloorTrigger to each boss room prefab
Going to next floor loads new scene and connected clients retake appropriate players
Fix re-connected player sometimes spawning with a 2nd gun
Spawn enemies/other prefabs once room generation is finished
Added Item Rooms and RoomType Enum
Created Boss Room Assets
GameManager.IsMapGenerating, Pause everything while generation occurs
Fix Map Generation Hanging sometimes
Added "Generating Map" UI
Update Sprite Tools
Fixed odd png issue
Update Sprite Tools
Update Sprite Tools (again)
Updated all Item Sprites to use the same origin
Improved InteractableUI
More InteractableUI cleanup
Created Item Prefab
Update Sprite Tools
Update All Sprites Again
Item Prefab assigns a random Item when Item is null
Fix TextureAtlas NRE when uninitialized
Fix more sprite component errors when no Sprite is set
Added popup to Create Sprites menu option allowing you to specify import settings for each sprite
https://files.facepunch.com/CarsonKompon/2024/July/18_19-26-TinyWrenchbird.mp4
Whoops creating sprite from menu didnt actually save the file
Update Sprite Tools
Created ItemResource
Expanded upon ItemResource
Update Sprite Tools
Added SS1 Item Sprites for now
Interactables now show info panel when standing on
Added some test items
Made ItemResource only take Sprite, Interactable Icon takes texture from Sprite
Update Sprite Tools
Fix error serializing SpriteComponent without a Sprite
Added Right Click Menu for creating 2D Sprite(s) from image files
https://files.facepunch.com/CarsonKompon/2024/July/18_18-16-TurbulentBongo.mp4
Fix Sprite Component gizmos erroring when no Sprite is set
Added Dash/Roll. Invulnerable while dashing
Added Dash Particles
Update Sprite Tools
Shorter Range on Uzi Weapon
Added Bullet Pop Effect to projectiles