userTony Fergusoncancel

4,684 Commits over 976 Days - 0.20cph!

1 Year Ago
Would be good if I actually clamped this value
1 Year Ago
Experiment moving log counts to status bar
1 Year Ago
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
1 Year Ago
Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button
1 Year Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again
1 Year Ago
Fix possible NRE on startup from cookies (?)
1 Year Ago
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again
1 Year Ago
Move some code back to Engine, raise console dock when clicking status bar log
1 Year Ago
Delete Error List
1 Year Ago
Clear status bar on compile, remove test button
1 Year Ago
Sort diagnostics by severity / project, so errors are output last on compile
1 Year Ago
More cleanup
1 Year Ago
Refactor
1 Year Ago
ConsoleEntry refactor, can read simple stack of diagnostic messages now
1 Year Ago
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics
1 Year Ago
Clear current stack trace entry when clearing the console
1 Year Ago
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
1 Year Ago
Kill StatusBarLog after some time, based on LogEvent level
1 Year Ago
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
1 Year Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
1 Year Ago
Pass streamer events to IGameMenuDll
1 Year Ago
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
1 Year Ago
Add Cookie.Remove( key )
1 Year Ago
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
1 Year Ago
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
1 Year Ago
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
1 Year Ago
Let speech recognition API work in GameMenu realm
1 Year Ago
TTS: Expose voice selection to Synthesizer + Synthesizer.InstalledVoices + Synthesizer.TrySetVoice( string name ) + Synthesizer.TrySetVoice( string gender, string age )
1 Year Ago
Updated DecalComponent, also moved it out of the Light folder
1 Year Ago
Added ProjectedDecalSceneObject - Removed SceneWorld related methods in DecalSystem that I added previously - Doesn't support receiving lightmap info (yet)
1 Year Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
1 Year Ago
Update DecalComponent to match new API
1 Year Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
1 Year Ago
Add longer timeout for Sandbox.Http
1 Year Ago
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
1 Year Ago
Add Speech.Synthesizer.WithRate to specify speed of speech. Added Synthesizer.OnVisemeReached which gives the user data on the sound's visemes Viseme data here doesn't hook into anything right now.
1 Year Ago
Moved Sandbox.SpeechRecognition to Sandbox.Speech.Recognition, removed obsoletes Forgot to rename SpeechRecognition.Reset to Speech.Recognition.Reset Add basic text to speech support using System.Speech.Synthesis - Use Sandbox.Speech.Synthesizer to build your text to speech sound and play it - This probably doesn't work with Proton
1 Year Ago
ComponentTypeSelector: add "New (x) Component..." option that creates component from query
1 Year Ago
Validate material Don't need this transform code
1 Year Ago
Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public
1 Year Ago
Listen for addon config updates, update collision rules
1 Year Ago
1 Year Ago
Load collision rules from current game package
1 Year Ago
Putting updated DecalComponent content here so I don't lose it
1 Year Ago
Docs for ProjectedDecalSceneObject
1 Year Ago
Remove unused file
1 Year Ago
Cleanup, update flags based on material
1 Year Ago
Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
1 Year Ago
Validity check
1 Year Ago
Move decal attribute stuff into managed