userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

7 Months Ago
Prefab 2 -> Prefab PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
8 Months Ago
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
8 Months Ago
Cascade tag changes to ModelPhysics body shapes
8 Months Ago
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
8 Months Ago
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
8 Months Ago
Fixed from my las commit -_- Add unit test for cloning case with destroying a child gameobject
8 Months Ago
Don't serialize child GameObjects that are about to be destroyed
8 Months Ago
Post-merge fix
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 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
8 Months Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly Add backwards compatibility when deserializing component references (find type)
8 Months Ago
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
8 Months Ago
Fixed prefab node tree not hiding hidden GameObjects Temporary gameobjects have a different icon in the hierarchy Hidden GameObjects don't draw their gizmos A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
8 Months Ago
Add convar for toggling version overlay
8 Months Ago
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
8 Months Ago
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
8 Months Ago
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
8 Months Ago
Add hit reaction test
8 Months Ago
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
8 Months Ago
Fixed not being able to drag in gameobjects to component control widgets, my bad
8 Months Ago
Add backwards compatibility when deserializing component references (find type)
8 Months Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly
8 Months Ago
Add basic detection for external scene changes (such as from version control), make a dialog asking the user if they want to load or discard those changes (if they have the scene open) https://files.facepunch.com/tony/1b2911b1/parsecd_Tq3qDQ74Ki.mp4
8 Months Ago
ComponentControlWidget: Support dragging in components where there might be multiple of them in a GameObject
8 Months Ago
Sod that, remove Input.VR.IsActive
8 Months Ago
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
8 Months Ago
Include "vr" in connection userdata
8 Months Ago
Use TextAreaAttribute for TextRenderer
8 Months Ago
Don't match subcategories if we're not looking for one
8 Months Ago
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
8 Months Ago
Update DecalRenderer SceneObject when Size / Material is changed programmatically
8 Months Ago
Convert ComponentTypeSelector TextEdit to LineEdit
8 Months Ago
Change save dialog width and change the icon
8 Months Ago
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
8 Months Ago
Fixed VS Code open file, now opens code workspace at specific path/line/column
8 Months Ago
Add CameraComponent.RenderToTexture
8 Months Ago
Show project close dialog when switching project too
8 Months Ago
Add close dialog when closing the editor main window, checking all loaded editor scenes https://files.facepunch.com/tony/1b1011b1/parsecd_xYoAHD6h6B.png
8 Months Ago
Add popup dialog when closing a scene that has unsaved changes - next up multiple scene dialog https://files.facepunch.com/tony/1b1011b1/parsecd_AQsMHNci5r.png
8 Months Ago
Update template.gitignore to ignore some editor project files
8 Months Ago
Add support for (de)serializing component fields
8 Months Ago
Don't use the same assembly twice
8 Months Ago
Component Version Upgraders (#1431) https://docs.facepunch.com/doc/component-versioning-2fVhFt2lJp
8 Months Ago
Added baseline for component version upgraders https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png Move JsonUpgrader Refactor, add JsonUpgrader.Run so we can re-use this for GameResources Replace _apiVersion with ComponentVersion defined by the component JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter Demote JsonUpgrader.Run to internal JsonUpgrader.Run -> Upgrade Add unit test for upgrading a component
8 Months Ago
Add unit test for upgrading a component
9 Months Ago
JsonUpgrader.Run -> Upgrade
9 Months Ago
Demote JsonUpgrader.Run to internal
9 Months Ago
JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter
9 Months Ago
Replace _apiVersion with ComponentVersion defined by the component
9 Months Ago
Refactor, add JsonUpgrader.Run so we can re-use this for GameResources
9 Months Ago
Move JsonUpgrader