479 Commits over 670 Days - 0.03cph!
GameObjectControlWidget: allow opening prefabs in editor
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Scope to active controller when looking for glyph vendor
Fixed left trigger actions never being found
Expose game controller count to public API
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
Add support for gamepad input scoping
https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
Fixed controller axes not being specific to controllers 🤦🤦
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor
Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
Add Application.IsFocused, returns if the main game window is in focus
Get rid of inspector filter LineEdit (doesn't do anything)
Docs for CitizenAnimationHelper
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
Start button on gamepad behaves the same way as hitting ESC
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)
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
Fix NRE when running Game.Close in the editor
Toggle play when running Game.Close in the editor
Better warning if we can't find ITagset
Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
Fixed delete prompt having no content
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
Resolve sbox-issues/issues/5171 by making dragValue match
Can drop into hierarchy (resolves Facepunch/sbox-issues#4453)
F1 console: copy exception stack to clipboard when clicking entry (resolves Facepunch/sbox-issues#5038)
Add scroll area to EnumControlWidget
Update IntegerControlWidget label color
GameManager -> Game
Populate some missing TypeSerializedField virtuals (fixes Facepunch/sbox-issues#5042)
Support serializing field containers
Fix Facepunch/sbox-issues#5048, Facepunch/sbox-issues#5044
Scope to the active scene when running commands
Tentative fix for Facepunch/sbox-issues#5021
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
Signal value changes for ResourceControlWidget too
Signal value changes for GameObjectControlWidget
Compile GameResource if their source changes (external changes, disk saving)
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
Fix NRE when trying to access Game.Overlay stuff without a modal system
When cloning a GameObject, inherit name (unique) from source
Don't prompt scene saving for editor sessions that are GameEditorSession
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
Translation.TryConvert can perform implicit conversions
Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦