userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

1 Year Ago
Refactor ItemToolTip to be created as a child of our game's root panel, not the item panel - fixes all z position bullshittery
1 Year Ago
Adjust UpgradeItem box-shadow Use UpgradeItem in ItemSelect
1 Year Ago
Re-added scrolling to player tooltip's upgrades list
1 Year Ago
Added player avatar to player tooltip, redesigned to be inline
1 Year Ago
Update DeathScreen style
1 Year Ago
Use UpgradeItem component in DeathScreen
1 Year Ago
ShaderGraph: Sort recent files in reverse, so newest floats to the top of list
1 Year Ago
Move the chatbox up if upgrade list is in the way Add join/leave and death messages
1 Year Ago
Add styled chatbox
1 Year Ago
Spawn coin particle clientside, interpolate toward position (smooth coins), fixes #3
1 Year Ago
Control open/closing main menu from only managed
1 Year Ago
Nevermind, this isn't the way to approach it as we end up stomping all mouse input
1 Year Ago
Click anywhere to close active tooltip
1 Year Ago
Fixed ThingTooltip style, whoops
1 Year Ago
UI Refactor / Cleanup - added general theme stylesheet, reusable UpgradeItem component which creates tooltips
1 Year Ago
Fix up stylesheet warnings
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png Documentation pass on all new input action classes If input actions use the same keyboard code, process all of them instead of just the first action we find. Regenerate SteamInput manifest when we update input actions via Project Settings, so you don't have to restart the game Don't try to generate manifest entries when gamepad code hasn't been set Improve action editor flow - allow user to set name of input action before creating it https://files.facepunch.com/devultj/1b1411b1/sbox_PAW03WHtVM.png Expose Left Shift, Alt, Ctrl codes as usable by games Editor: Fix layout getting screwed up when adding/removing actions (cheers @cr4yz) Fixed buttons w/ keyboard modifiers activating when no keyboard modifiers are pressed Better fix for the previous commit, and stops instances of buttons getting stuck as pressed For now, only pump input action events when we don't need keyboard input for UI - in the future we'll ideally have an action set for the UI layer for games. This fixes input actions firing when pointer-events are enabled. Add MouseCode, support being able to pick a mouse button for an input action - support keyboard modifiers with them (shift + right click, stuff like that) If we have pointer events in MenuDll, don't pass down mouse click events to ClientDll Strip keyboard modifiers for buttons that are actual keyboard modifiers - fixes Ctrl, Alt, Shift actions not functioning. Might be better to handle this in native inputsystem instead. Update InputPage to use ExpandGroup and not my own implementation of what is pretty much the same thing Make standard ExpandGroup toggle require left mouse click, not any (useful for when you've got a context menu) Fixed InputActionPanel not updating title on rename Remove stretch cell from actions tree footer, add label to the button that adds actions Make input actions case insensitive when grabbing index Warn users when they try to evaluate input actions that don't exist Made Input.GetButtonOrigin( string action ) case insensitive, and warn if we couldn't find an action Add data annotation to InputAction.Name, no special characters or spaces Work on restyling actions editor page https://files.facepunch.com/devultj/1b0111b1/sbox_KuuMG1jZ7f.png Group MouseCode + KeyboardCode together, show friendly enum names for codes Don't use ordinal directions for dpad gamepad codes, use up/down/left/right Refactor how we collect info for SteamInput manifests - triggers behave differently to other buttons, and are only specified as individual trigger buttons in group source bindings - now we return everything correctly. https://files.facepunch.com/devultj/1b0111b1/steamwebhelper_o7KhdJHyKI.png Let's see what happens when we forward all InputButtons to use Actions - this doesn't include generating a default action set yet Fixed menu not compiling Pack input actions into InputActionSettings class, add UseDefaultActions Proof of concept of creating default input actions for games. I think it's too magic though. We should just add all of the common inputs when you open the editor window. Remove TryCreateDefaultActions, just create default actions in Editor InputPage if we have no actions Refactor, register common actions if we don't have any defined in a project Add missing "View" common input Add support for Left/Right joystick clicks as actions Set Run/View gamepad codes since it's supported now Don't bother matching modifiers if there aren't any on the current action Separate Left/Right menu switches, add support for "Menu" legacy action Re-add ClearButtons but mark it as obsolete so we don't break current packages Missed another method here Add BaseWindow.OnWindowClosed event Update action when edit window gets closed, add border to actions with no button defined Minor cleanup Make obsolete ClearButtons clear actions for now UsingController reports correct info again. remove LastInputWasController
1 Year Ago
Support showing damage ranges if they aren't fixed
1 Year Ago
Update tooltips to match new UI concepts
1 Year Ago
Add new fonts
1 Year Ago
Added twin stick camera controls for using a gamepad
1 Year Ago
Ceil health on tooltip
1 Year Ago
Show player dash count on tooltip too
1 Year Ago
Add player upgrades to player tooltip so you can view other people's upgrades
1 Year Ago
Hold reference to currently open tooltip - close it if we open a new one
1 Year Ago
Test tooltip for units, need to make it pretty later
1 Year Ago
UnitTooltip -> ThingTooltip, use existing interface to filter through usable tooltips. IThing inherits IValid
1 Year Ago
Add tooltips to hud, hide until hovered Use collision bounds to center align the tooltip box a bit better
1 Year Ago
Add boilerplate for interactable unit tooltips
1 Year Ago
Translate crosshair based on velocity, don't do it if we're sliding
1 Year Ago
Moved Use to F Don't use obsolete code for player controller, fixed being able to get stuck when uncrouching Updated HudHints Upped duck movement speed
1 Year Ago
Have to press jump to vault - was causing unintended behavior when dropping down holes
1 Year Ago
Improved viewmodel visual fidelity while sliding
1 Year Ago
Adjust 1911 + MP5 materials
1 Year Ago
Disable gunfight trios as a gamemode choice for now Apply camera fov offset when ads Added door slam sound, buffed heavy land recovery speed Fixed Gamemode.AllowMovement not applying to input direction Store person who last killed you, add payback award (w/ announcer sound)
1 Year Ago
Add support for declaring BindComponent properties that include disabled components w/ `[BindComponent( IncludeDisabled = true )]`
1 Year Ago
Editor: When adding a project from file, open editor preferences addon location
1 Year Ago
Adjust right offset in thirdperson Fixed "object" showing up on usable hint, adjusted glow colors
1 Year Ago
Adjust alignment on scoreboard UI Refactor crosshair system - removed unused code
1 Year Ago
Kill Confirmed: Added pickup sound when confirming a kill Fixed shotgun loadout
1 Year Ago
Updated .addon tags
1 Year Ago
Fixed player hudmarkers being in player's feet Re-add R870 Shotgun, fixed R870 world model physics being wonky
1 Year Ago
Fixed 1911 ADS Fixed MP5 recoil being ridiculously high
1 Year Ago
Don't assign view angles if input stopped processing earlier (dev cam)
1 Year Ago
Re-integrate holdtypes
1 Year Ago
Hooked up weapon switching again
1 Year Ago
Forgot to clamp ViewAngles when refactoring the player controller https://files.facepunch.com/devultj/1b0911b1/sbox-dev_5io9BnomHB.mp4
1 Year Ago
Play skidding animation when slide is active
1 Year Ago
Fixed NRE caused by aiming when you have no weapon
1 Year Ago
Fixed Ammo NRE