userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

6 Months Ago
Use InputHint for NotesUI
6 Months Ago
Added posture bar to hud
6 Months Ago
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
6 Months Ago
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
6 Months Ago
Start designing posture mechanic
6 Months Ago
Fixed being able to block while in the notes UI
6 Months Ago
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
6 Months Ago
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
6 Months Ago
Port weapon code to use voice list
6 Months Ago
Start work on weapon refactor - hold state info in a resource, pass resource into attack components Add VoiceListResource Add VoiceListResource.Find( key, fallback ) Add voice lists for other crackhead variants Add Actor.PlayVoice, Actor.VoiceList, create player's voice list Add named camera effects for weapon attacks Fixed up all the other melee weapons, and added alt swings to all weapons Merge "weapon_refactor" into "main"
6 Months Ago
Fixed up all the other melee weapons, and added alt swings to all weapons
6 Months Ago
Add named camera effects for weapon attacks
6 Months Ago
Start work on weapon refactor - hold state info in a resource, pass resource into attack components Add VoiceListResource Add VoiceListResource.Find( key, fallback ) Add voice lists for other crackhead variants Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
6 Months Ago
GameController -> CGameController, some code refactor, Controller is a handle
6 Months Ago
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
6 Months Ago
Add voice lists for other crackhead variants
6 Months Ago
Add VoiceListResource.Find( key, fallback )
6 Months Ago
Add VoiceListResource
6 Months Ago
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
6 Months Ago
Interaction: grab bounds center for screen position, not just the GameObject's position
6 Months Ago
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
6 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later)
6 Months Ago
Delete Input.AnalogInputs/GetAnalog (might re-add later)
6 Months Ago
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
6 Months Ago
Forward controller axis events to managed
6 Months Ago
Forward controller button events to managed
6 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again
7 Months Ago
Initial proof of concept for scoping gamepad inputs - Push input scope if a GameObject has an InputScope component, which pushes the active input context - Don't use Controller.First anywhere other than UI - Poll every gamepad input and store an InputContext per controller, instead of just the first one Todo: - Fallback to first controller if we don't define any input scopes at all - Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
7 Months Ago
Can drop into hierarchy (resolves Facepunch/sbox-issues#4453)
7 Months Ago
Sort out warnings
7 Months Ago
GameManager -> Game
7 Months Ago
F1 console: copy exception stack to clipboard when clicking entry (resolves Facepunch/sbox-issues#5038)
7 Months Ago
Add scroll area to EnumControlWidget
7 Months Ago
Update IntegerControlWidget label color GameManager -> Game
7 Months Ago
Populate some missing TypeSerializedField virtuals (fixes Facepunch/sbox-issues#5042)
7 Months Ago
Support serializing field containers
7 Months Ago
Fix Facepunch/sbox-issues#5048, Facepunch/sbox-issues#5044
7 Months Ago
Scope to the active scene when running commands
7 Months Ago
Remove all references of OpiumSoundEvent, won't be needed
7 Months Ago
Hook up separate viewmodel camera, hook up independent fov settings https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
7 Months Ago
Fix not being able to open the player prefab
7 Months Ago
Tentative fix for Facepunch/sbox-issues#5021
7 Months Ago
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
7 Months Ago
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
7 Months Ago
Signal value changes for ResourceControlWidget too
7 Months Ago
Signal value changes for GameObjectControlWidget
7 Months Ago
Compile GameResource if their source changes (external changes, disk saving)
7 Months Ago
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
7 Months Ago
Fix NRE when trying to access Game.Overlay stuff without a modal system
7 Months Ago
ui: Add button to settings menu to open binds overlay