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13,174 Commits over 1,522 Days - 0.36cph!

3 Months Ago
Added support for renaming folders via the Asset Browser. Clicking and Dragging Folders in the Asset Browser now updates the asset so it is reflecting the new path.
3 Months Ago
Added "Current Project" to Special group in Asset Browser https://files.facepunch.com/CarsonKompon/2024/July/31_19-14-MindlessEnglishpointer.png Added Drag-and-Drop support to Folders in the Asset Browser https://files.facepunch.com/CarsonKompon/2024/July/31_19-25-SmoggyIndianrockpython.mp4
3 Months Ago
Add EditorShortcuts.BlockInputs. Block Shortcuts while right/middle clicking on Scene Viewport.
3 Months Ago
Invoke shortcuts when focused on a line edit if the shortcut has a CTRL or ALT modifier (Fixes CTRL+S in a textedit)
3 Months Ago
Fix `video` getting called twice from F6 bind
3 Months Ago
Added Clear button to Editor Keybinds (allowing you to remove binds) https://files.facepunch.com/CarsonKompon/2024/July/31_18-00-EmbarrassedHoki.png
3 Months Ago
Draw Camera Speed Overlay in Scene Viewport when changing the speed with mouse wheel https://files.facepunch.com/CarsonKompon/2024/July/31_16-58-MonstrousIrishredandwhitesetter.mp4
3 Months Ago
Show how many assets/icons would be rebuilt when right clicking a folder. Don't show option at all if there are no assets in the folder. https://files.facepunch.com/CarsonKompon/2024/July/31_16-20-StaidMonkfish.png Do the same thing with right clicking anywhere in the asset browser (for the current folder)
3 Months Ago
Update PackagePopup to show the information in a much cleaner way https://files.facepunch.com/CarsonKompon/2024/July/31_13-50-DeliciousSora.png
3 Months Ago
Don't swallow shortcuts on same widget. Make all tool shortcuts target the SceneViewportWidget
3 Months Ago
Fix black cubemap fog on hammer
3 Months Ago
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly Update SkyBox2D component to apply tint to IBL environment probe https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
3 Months Ago
Clear usage data on list update
3 Months Ago
Add filtering and sort options to upload wizard https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
3 Months Ago
Fix NRE for non-english layouts
3 Months Ago
Move scene shortcuts back to static class now that they work properly (ty sol)
3 Months Ago
Bin Shortcut
3 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.
3 Months Ago
memset LightIndexMapping so it doesn't contain junk
3 Months Ago
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
3 Months Ago
Only fire global input handlers once at app-level
3 Months Ago
Make net_debug work in game
3 Months Ago
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
3 Months Ago
Made F3 Shortcut type Window instead of Application.
3 Months Ago
Fixed W,E,R binds not working for object tool being set automatically
3 Months Ago
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
3 Months Ago
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
3 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.
3 Months Ago
Fix warning Add SteamServerTest unit test Add HumanAltModel to Clothing
3 Months Ago
Add asset browser duplicate shorcut, hints to context menu
3 Months Ago
Allow same key shortcut bound to different widgets with different actions, invoke appropriate one Bring back asset browser delete bind
3 Months Ago
Add a bit of failure protection in CInputSystem::AddGameController - with intent to rewrite this
3 Months Ago
Add LineRenderer.CastShadows
3 Months Ago
Fix local space particle lag, don't move particle on first frame
3 Months Ago
Should be fine, it shouldn't be using much memory and we need it for VertexDetail
3 Months Ago
Add GameObjectSystem.StartUpdate Add Plane.Position Move the Physics DebugDraw to ScenePhysicsSystem Add GameObjectSystem.Stage.SceneLoaded Add Stage.StartFixedUpdate, Stage.FinishFixedUpdate
3 Months Ago
Revert this to be safe, I think it's using up a lot of memory
3 Months Ago
Adding render mesh to ray trace env adds the vertices so the mesh trace result can access them
3 Months Ago
Try not linking stacktranslate, it shouldn't exist anymore?
3 Months Ago
Sort map objects by parent and child so that the parent gameobject should exist when building the hierarchy Use parent name and target name to build game object hierarchy for map objects https://files.facepunch.com/layla/1b3111b1/sbox-dev_2kuoiBBYGD.mp4
3 Months Ago
Provide targetname and parentname in ObjectEntry
3 Months Ago
Add Sound.Play with mixer, this is common enough to justify adding it
3 Months Ago
Add Sqrt shader node Fix shadergraph save shortcut breaking after keybinds merge
3 Months Ago
Make SetTool and SetSubTool public so they are accessible to editor libraries
3 Months Ago
Remove optional argument from GetMethodsWithAttribute and instead have an overload with the parameter required. This should solve tests failing.
3 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
3 Months Ago
Add Shortcut for Object Tool, and only allow Subtool Shortcuts if proper parent Tool
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 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
3 Months Ago
Fix setting the initial position on an object create in a FixedUpdate wrongly lerping to that position Fixes sbox-issues/issues/6002 Don't let people create or destroy GameObjects in a thread
3 Months Ago
Improve handling of control widgets with Nullable structs, Facepunch/sbox-issues#5984 Spruce up PropertySheetPopup, disable position cookies so they always appear closer to the action