userTony Fergusoncancel

4,685 Commits over 976 Days - 0.20cph!

11 Months Ago
Fixed editor error w/ InputSettings.Actions
11 Months Ago
Footstep radius increased
11 Months Ago
Remove all my shitty HealthComponent/DamageInfo bullshit from gunfight, made AI move towards the player
11 Months Ago
Add a bunch of AI code from Opium Npcbase is an Agent Simple state machine for NPCs
11 Months Ago
Player.PlayerStats -> Actor.Stats, fixed player prefab to match
11 Months Ago
Start porting Actor stuff in prep for NPCs
11 Months Ago
Push menu inputs when we don't have an input config to read
11 Months Ago
Remove IGameInstance.InputSettings (not used)
11 Months Ago
Remove unused code
11 Months Ago
GameManager -> Game Use input actions instead of now gone digital action state stuff
11 Months Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority 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
11 Months Ago
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
11 Months Ago
Add Application.IsFocused, returns if the main game window is in focus
11 Months Ago
Get rid of inspector filter LineEdit (doesn't do anything)
11 Months Ago
Docs for CitizenAnimationHelper
11 Months Ago
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
11 Months Ago
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
11 Months Ago
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
11 Months Ago
Start button on gamepad behaves the same way as hitting ESC
11 Months Ago
StateTransitionDelegate returns a bool (to permit a transition) StateMachineResource can spit out a GameStateMachine with more digestible info for a state machine to use
11 Months Ago
Add ability to click a connection and edit its transition via actiongraph
11 Months Ago
Compile fix
11 Months Ago
Use "unknown" key instead of "any" key I was using in testing
11 Months Ago
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
11 Months Ago
Change scene title/desc
11 Months Ago
Add input testing scene and hud
11 Months Ago
Improve LoadGlyphTexture logic
11 Months Ago
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
11 Months Ago
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
11 Months Ago
Game Controllers using SDL2 (#1509)
11 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) GameController -> CGameController, some code refactor, Controller is a handle Update sdl2 lib Didn't mean to push this launch setting Remove legacy sdl haptics code, replace with SDL_GameControllerRumble Implement default LED colors based on instance, rumble the gamepad on every button press test Test passing controller input to input context Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test) Make prints less obnoxious Re-add Input.UsingController (simpler now) Temporary generated glyphs for gamepad Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs Documentation Support analog input glyphs Add methods for fetching gyroscope and accelerometer readings from specific controllers Remove controller binding panel (not used) Forgot to get rid of this method 🤦 Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game Make Controller internal + sealed Remove my #ifdef V_COMPILER_MSVC usage Change InputMotionData to reflect new API Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline Docs, GameControllerExtensions to internal Why the fuck are you there
11 Months Ago
Docs, GameControllerExtensions to internal Why the fuck are you there
11 Months Ago
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline
11 Months Ago
Change InputMotionData to reflect new API
11 Months Ago
Remove my #ifdef V_COMPILER_MSVC usage
11 Months Ago
Make Controller internal + sealed
11 Months Ago
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
11 Months Ago
Forgot to get rid of this method 🤦
11 Months Ago
Remove controller binding panel (not used)
11 Months Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
11 Months Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
11 Months Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
11 Months Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
11 Months Ago
Refactor, hook up connections, started work on storing transition actions
11 Months Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
11 Months Ago
Deserialize graph state
11 Months Ago
Serialize graph state
11 Months Ago
Stub out player HUD setup, only enable hud gameobject if we're the local player
11 Months Ago
Made a few things on the PlayerController use RequireComponent so there's less setup
11 Months Ago
Refactor how viewmodels are made, to work in multiplayer