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813 Commits over 639 Days - 0.05cph!

4 Hours Ago
Use "unknown" key instead of "any" key I was using in testing
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
Improve LoadGlyphTexture logic
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!
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
Game Controllers using SDL2 (#1509)
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
Yesterday
Docs, GameControllerExtensions to internal Why the fuck are you there
Yesterday
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline
Yesterday
Change InputMotionData to reflect new API
Yesterday
Remove my #ifdef V_COMPILER_MSVC usage
Yesterday
Make Controller internal + sealed
Yesterday
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
Yesterday
Forgot to get rid of this method 🤦
Yesterday
Remove controller binding panel (not used)
2 Days Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
2 Days Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
2 Days Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
8 Days Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
8 Days Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
8 Days Ago
Fixed delete prompt having no content
8 Days Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
9 Days Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
10 Days Ago
Documentation Support analog input glyphs
10 Days Ago
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
10 Days Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
10 Days Ago
Temporary generated glyphs for gamepad
10 Days Ago
Re-add Input.UsingController (simpler now)
10 Days Ago
Make prints less obnoxious
10 Days Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
10 Days Ago
Test passing controller input to input context
10 Days Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
10 Days Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
10 Days Ago
Didn't mean to push this launch setting
11 Days 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
13 Days Ago
Resolve sbox-issues/issues/5171 by making dragValue match
16 Days Ago
GameController -> CGameController, some code refactor, Controller is a handle
16 Days 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)
18 Days Ago
Delete Input.AnalogInputs/GetAnalog (might re-add later)
18 Days Ago
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
18 Days Ago
Forward controller axis events to managed
18 Days Ago
Forward controller button events to managed
19 Days 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
20 Days Ago
Initial proof of concept for scoping gamepad inputs - Push input scope if a GameObject has an InputScope component, which pushes the active input context - Don't use Controller.First anywhere other than UI - Poll every gamepad input and store an InputContext per controller, instead of just the first one Todo: - Fallback to first controller if we don't define any input scopes at all - Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
23 Days Ago
Can drop into hierarchy (resolves Facepunch/sbox-issues#4453)
23 Days Ago
F1 console: copy exception stack to clipboard when clicking entry (resolves Facepunch/sbox-issues#5038)
23 Days Ago
Add scroll area to EnumControlWidget
23 Days Ago
Update IntegerControlWidget label color GameManager -> Game
26 Days Ago
Populate some missing TypeSerializedField virtuals (fixes Facepunch/sbox-issues#5042)
26 Days Ago
Support serializing field containers