userTony Fergusoncancel

2,427 Commits over 610 Days - 0.17cph!

Demote some new stuff from being public Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system
Yesterday
Update BaseWeapon.Effects.cs
Yesterday
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
Yesterday
Don't update Project.LastOpened when adding it from file
Yesterday
Compile fix
2 Days Ago
More post-rebase fixes
2 Days Ago
Delete minimal.scene 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 VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose Post-rebase fix
3 Days Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
3 Days Ago
AssetBrowser: Add "Delete Folder" option to Folders
3 Days Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
3 Days Ago
Make shortcuts very obvious by including them in tooltips
3 Days Ago
SceneTabList: middle mouse destroys scene session
3 Days Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
3 Days Ago
Fixed enemy spawner
4 Days Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
4 Days Ago
Launcher: creating a new project uses Ident as the folder name instead of Title
5 Days Ago
Added consumables inventory baseline (not grid yet)
5 Days Ago
Remove scene scoping from SubtitleEntryPanel since we're doing this in engine
7 Days Ago
Categorize some AG nodes that were just living in the root
7 Days Ago
Add up/down movement to gizmo FirstPersonCamera
8 Days Ago
Fixed Input.Released being stomped by controller input Comment out DISABLE_VK_LAYER_VALVE_steam_overlay_1 for now, it was disabling SteamInput (god knows why)
9 Days Ago
Add Reset to Default support for ControlSheet properties https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
9 Days Ago
Add EditorHandle for TextRenderer https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
10 Days Ago
Make a deep copy when getting common inputs Remove NetAttribute, LocalAttribute, PredictedAttribute (unused)
10 Days Ago
Scope to active scene time when ticking panels
10 Days Ago
"disconnect" now behaves closer to Source, by closing your game if it's not networked
11 Days Ago
Fied not showing the decrease grid size button (oops)
11 Days Ago
Two columns for input bind list
11 Days Ago
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
11 Days Ago
Save gizmo settings into a project cookie
11 Days Ago
Added toggle gizmos shortcut
11 Days Ago
Pass selection when editing tree nodes to support multi-select editing (https://files.facepunch.com/tony/1b1211b1/sbox_Ji28uTwTuF.mp4)
11 Days Ago
Delete duplicate Scenes\minimal.scene now that Windows has picked it up
11 Days Ago
Update minimal template scenes case sensitivity
11 Days Ago
cherry-pick: Fixed Input.Released/Pressed when using a controller
13 Days Ago
ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose
13 Days Ago
Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly
13 Days Ago
Temporary disable DISABLE_VK_LAYER_VALVE_steam_overlay_1 because SteamInput doesn't work without steam overlay (wtf)
13 Days 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 VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Fixed action set flip-flopping between Menu and InGame twice a frame :S Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay
14 Days Ago
Show a big popup when you don't have a code editor installed and you try to open something
14 Days Ago
Add "Open Containing Folder" to scene tab buttons, found myself wanting this a few times this week
14 Days Ago
Fixed "folowing" typo I made a couple weeks ago when saving a scene
14 Days Ago
Prefab 2 -> Prefab PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
16 Days Ago
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
16 Days Ago
Cascade tag changes to ModelPhysics body shapes
18 Days Ago
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
21 Days Ago
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it