4,684 Commits over 976 Days - 0.20cph!
ButtonGroup: Don't throw if we can't find a button to pick while setting up initial render tree
Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png
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
Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput
Send ship skin update when the model changes
Load input manifest when we grab input actions
Loop through available actions on Input.Process, check action state and set accordingly
Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included
Revert ButtonCode access modifier change for now
Make ButtonCode internal again
Fixed LastActions getting lost because CUserCmd wasn't grabbing it
Added Input.Pressed and Input.Released for custom actions
Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context
Store input actions as they happen, add `Input.Down( string action )`
Rip out some splitscreen code that was swallowing button released events from ClientDll
Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png
Don't inherit current skin selection from other ships
Don't select skin if hovered ship is not the same as our ship
Show "current" ship skin as a different color in ShipList
Create ShipDataComponent on spawn, fixes NRE
Networked ship skin switching
Add Sound.IsPlaying, Obsolete Sound.Finished
Populate ServerInformation fields for ServerDll (ServerTitle. MaxPlayers), fixes sboxgame/issues/issues/2864
game.shooter: put README in the right folder :skull:
game.shooter: Update README,. addon
game.topdown: Update README
game.shooter: Files restructured, removed Hud
Pawn can hold an active weapon, added Pistol
Fixed eye position on game.shooter
Started on shooter template
Can click entire LobbyMember row to show friend popup
Add ChatBox and VoiceList
Rough test to see what a behavior tree editor could look like. Shouldn't be using the graph API for this, it's not a graph. Also shouldn't be storing as a string in the asset..
Add README for game.topdown
Update top down template to match new game API
- Simplified pawn controller
- Simplified animator
- Use Razor for Hud
Removed shooter template - we'll redo it
Launcher: When using a generated game config, make use of its MaxPlayers
On SteamMatchmaking_OnLobbyGameCreated, leave current GameLobby, should resolve players getting booted out of newly created games one by one
Fixed railgun particle effects not displaying on other clients
Send RPC for tracer bullet effects
Use text-overflow in has-latest ChatEntry, fixes user messages spanning the whole screen :flushed: https://files.facepunch.com/devultj/1b1711b1/sbox_RQipXQ40dm.png
Tools: Support `Editor( "tags" )` which internally uses TagEdit - and give TagEdit a default convertor if one is not set
Use TagEdit on entity inspector https://files.facepunch.com/devultj/1b1711b1/sbox_4i2cOMCa2n.png
Handle passing simulator, owner differently
Clean up left over model, set projectile rotation immediately
Refactor to match Boomer which is meant to be working
Game handles projectile simulation, get rid of useless code, let's see if this works
Include "cell_door" tag on doors that qualify as a Cell Door
Project Creator: When creating project from template, exclude directories starting with period (.git, .vs, etc) while making sure to include .localization
Add IComponent.Name, set it when deserializing prefabs (since we're storing names already) - fall back to DisplayInfo name if not set / created in code. Use IComponent.ToString for EntityList.ComponentNode
Use Api.GetVersionHistory on Versions page
Tentative fix for projectile lag
Added endpoint to grab version history for a package, added Description to AssetVersion - we'd need to upgrade the database to match that