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17,196 Commits over 1,308 Days - 0.55cph!

8 Months Ago
Add PhysicsBody.GameObject (for non entity) Cleanup editor ui
8 Months Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout
8 Months Ago
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource) Remove ClientEntity.HasPermission (unused)
8 Months Ago
Fix up editor for entity workflow
8 Months Ago
Shadergraph: Save prompt when closing with unsaved changes
8 Months Ago
Remove global light usage (used in dota pipeline?)
8 Months Ago
Remove unused deferred_light files Delete sprite entities, mostly to get rid of the toolobject
8 Months Ago
Texture editor (#1259) Creates 2D textures and basic 2D sprite sheets to avoid having to write vtex and mks by hand
8 Months Ago
Load sheet data from vtex json Load from sheet data if we have more than 1 image Trim the bullshit from vtex json, we only care about 2D and sprite sheets for now Creating texture through context menu with multiple selected textures creates sheet Custom button drawing for list property so they don't look awful If we open editor with vtex with dmx encoding, just create empty texture file Property sheet target can now just be the texture file Only mark as modified if json has changed
8 Months Ago
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
8 Months Ago
Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel
8 Months Ago
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
8 Months Ago
Basic interpreter works
8 Months Ago
Make Hammer gizmo sceneworld get added to view again
8 Months Ago
Using abs here tries to use stdlib and it's not linked, use V_fabsf instead
8 Months Ago
Starting on the interpreter
8 Months Ago
Sizes passed to ImageRect.Calculate with Undefined unit will correctly use default size Default text overflow to "None", spec default is clip but ours behaves differently - this will do for now Give `line-height`, `letter-spacing` and `word-spacing` default values, no need to null check them Don't implicitly clamp backgrounds if background-size is `cover` Handle LengthUnit.Undefined gracefully, document
8 Months Ago
Remove links if types become invalid
8 Months Ago
Implement updating node parameters
8 Months Ago
Work on finding panels from delta, fixed not finding an initial focused panel
8 Months Ago
Add VerticalLayout, clean up layout system
8 Months Ago
Fix not loading entity prefabs
8 Months Ago
Fix editor FirstPersonCamera not obeying dpi scaling Cleaner selection
8 Months Ago
Noodling with nodes More noodling WIP blueprint node interface Fleshed out NodeType NodeType tweaks Input / output signal support in NodeType Blueprint<T> skeleton Some more example nodes Blueprint node graph modification methods MethodNodeType, refactoring Move blueprints to Sandbox.Engine Basic blueprint test setup Test refactoring, improving graph composition API Big refactor Renaming / reorganizing Some helper methods for adding nodes WIP dealing with dynamic node definitions For example Event nodes that have different output sockets
8 Months Ago
Add EntityPrefab.JsonValue (replaces Value, which is still there for backcompat) Add Json.ToNode, Json.FromNode Serialize/Deserialize [Property]'s on IPrefabComponent manually Changing prefab interface names
8 Months Ago
Call GetPixels() on backdrop filter props instead of getting Value directly, fixes percentage/fraction-based filters
8 Months Ago
Fix edge case for FindDeepestNodeContainingSpan
8 Months Ago
Ignore SourceLocationAttribute in ILHotload Fix edge case for FindDeepestNodeContainingSpan
8 Months Ago
Add PanelTraversalOverlay (for lack of a better name)
8 Months Ago
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
8 Months Ago
8 Months 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).
8 Months Ago
VCS: only tick for panels that want mouse input VCS: fix is-pressed style
8 Months 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
8 Months Ago
8 Months 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
8 Months Ago
Don't moan about missing voice input
8 Months Ago
Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
8 Months 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
8 Months Ago
Failing test reproducing #1257 Fixed #1257
8 Months Ago
Add non inherited variant of GetTypesWithAttribute Integer editors Added TypeLibrary.GetEnumDescription Enum/Flags controls Fix error on startup
8 Months Ago
Color.TryParse fixed Added ColorControlWidget
8 Months 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
8 Months Ago
Refactor Redraw widget when dropped on status changes
8 Months 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
8 Months Ago
Refactor, more lenient on type conversion WIP widgets
8 Months Ago
Test support for deep tree SerializedProperty
8 Months Ago
Fix basic Random primitives (#1219) * Fix (Rotation / Vector2 / Vector3 / Angles).Random * Add some System.Random extension methods * VectorInCircle * VectorInSphere * VectorInSquare * VectorInCube * Gaussian (+ 2D / 3D / 4D)
8 Months Ago
Add Sandbox.System to TypeLibrary Add SerializedProperty.TryGetAsObject
8 Months Ago
Expose TypeLibrary.GetSerializedObject Add alternatives to Asset for loading with a Type instead of generics Make SerializedProperty more useful Lets start converting widgets over to using SerializedProperty