4,684 Commits over 976 Days - 0.20cph!
Updated to Input Actions, update events
Grey out weaponlist entries that don't have a valid weapon
UI refactor - fixed NRE from kill feed, fixed player awards panel persisting
Asset compile
Fixed analog actions NRE caused by a silly typo
Editor: Add option to render specific thumbnail in the clothing editor
Fixed player overriding devcam FOV
Shout at the user if we've got validation messages for Asset when thumbnail change fails. Not sure if we should be validating the whole asset here at all though.
Convert CapturePanel to razor
Recompile a bunch of assets
Decreased delay after sliding for when you can jump
Added actions for mount, firemode switch
Set height of the player based on their real eye height - means mounting will adjust the player's height incrementally
Speculative fix for sound events ran in tools
Let us show tools that only show up in non-retail mode
Add job to validate GlobalLobby state and recreate it if the lobby is no longer valid
Update to use Input Actions
Fix NRE from crosshair when dead
Adjust mixgraph to fix muffled audio
Remove Steam Audio (#990)
* Removed steamaudio from soundsystem, map builder, hammer
* Obsolete ReverbScale / ReverbVolume
Removed steamaudio from soundsystem, map builder, hammer
Re-add fallback occlusion code
Remove more references to steamaudio from vpc/gameinfo
Mostly fixed up mixgraph and world sounds
Obsolete ReverbScale / ReverbVolume
Removed OnPhysicsLevelLoaded/OnPhysicsLevelUnloaded, unreferenced
Removed unused pathing/pathvis code
Removed unused pathing/pathvis code
Removed OnPhysicsLevelLoaded/OnPhysicsLevelUnloaded, unreferenced
Mostly fixed up mixgraph and world sounds
Obsolete ReverbScale / ReverbVolume
Re-add fallback occlusion code
Remove more references to steamaudio from vpc/gameinfo
Removed steamaudio from soundsystem, map builder, hammer
Editor: add locally stored maps to map package selector https://files.facepunch.com/devultj/1b2511b1/sbox_DmMON8Jt0A.png
Manually register analog inputs in existing manifest groups. Fixes trigger/joysticks not working if you're using them for other actions.
Fixed death screen retry bind being callable whenever
Refactor our SteamInput layer for input actions - we're no longer using an action set layer since we've eliminated the whole InGame action set. Actions and analog inputs on the same group don't play so well currently, so that's next.
Set UsingController if any of our analog states are not zero length
Fix up player bounds, added intro/outro to tooltips
Set cursor type respectively when (un)hovering eligible tooltip entities
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
Rewritten tooltip system to not have one panel per unit, instead we'll just trace from the cursor. Also lets us deselect by clicking off a unit now too. Significant performance improvement.
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events.
See example on sboxgame/issues/issues/3175
Editor: Add revert button to project settings, don't have to re-open menu
Editor: Add confirmation window to input settings when deleting actions
Might be better to have a revert changes button for project settings as a whole, but this is probably fine for now.
Remove ununsed actions/duplicate gamepad codes
Get rid of now invalid group source bindings
Get rid of a bunch of unused InGame actions from SteamInput manifests
Fixed Input.ClearActions not clearing correctly, now clear when summoning the escape menu
Resolves sboxgame/issues/issues/3166
Made `Input.SetAction( InputAction, bool )` internal, add `Input.SetAction( string, bool )` and `Input.Clear( string )`
Input Actions https://wiki.facepunch.com/sbox/Input_System
Return keyboard code directly in GetButtonOrigin - fixes glyphs
If UpgradeItem gets destroyed before its tooltip is gone, delete the tooltip